a. PO = (3,1), PA = (1, 0.5), PB = (-0.5, -0.5).
b. MOB = (MBA)-1 MOA.
c. MOB = MBO-1.
d. To apply the transformations T1,T2,T3 (in that order) to a coordinate system construct the matrix M=T1xT2xT3. Then M transforms points from the new system to the original one.
To apply the transformations T1,T2,T3 (in that order) to a point within a given coordinate system construct the matrix M=T3xT2xT1.
To align system B with O we have to do a series of transformations to the B coordinate system. Each transformation happens with respect to the current B system which is why we accumulate them from left to right. For example, scaling B by 1/sqrt(2) produces a new coordinate system B’ whose unit vectors have the same magnitude as the ones of O. Rotating B’ by –45 aligns the axis with those of O and produces system B’’. Now the distance between the origin of B’’ and the origin of O is (-3,-2) with respect to the B’’ system. Therefore a final translation by (-3,-2) produces system B’’’ that totally coincides with O. Putting the transformations in order gives:
If you think it is easier to find MAO and MBO and then
invert, (MOB = (MBO)-1 and MOA=(MAO)-1
) then you can also do that. Remember:
.
Similarly,
=
To compute MAB we can make use of the matrices we have just calculated.
MAO =
MOB =
=T(a,b,c)R(z,q)
a. Each pixel needs 24 =3x8 bits => 3 bytes for color. The frame buffer needs to provide 1024x1024 pixels per frame, at rate of 60 frames per second. So in total we need:
1024x1024x3x60 bytes/second= 3x60 MBytes/second= 180MBytes/second.
Remember that 1Mbyte = 1024Kbytes=1024x1024bytes.
b. The color map can hold 2^8 = 256 colors at maximum. Therefore the minimum number of colors that cannot fit in the color map is 512-256 = 256.