#linear-algebra
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yea
im(f) just applies to any function
and ker(f) is defined for homomorphisms
(and can be generalized in category theory)
Damn, it extends quite far then
its just nice to have the same terminology for different things
especially when those things overlap
linear algebra will overlap a bit with group theory once you get to determinants
which is probably very late since you read axler lol
with his irrational fear of determinants
Yeah that's true LOL
Determinants is the last chapter
Oh well I guess I just have to wait a while
So when it overlaps things gets more interesting ?
uh
idk
determinants are super useful for doing all the eigenvalue theory stuff
characterizing similarity
but yea...
i dont really remember how axler does all that
a tiny addition, an isomorphism is a bijective homomorphism, note domain/codomain need not be the same set (tack on domain=codomain & you got a bijective endomorphism hence an automorphism). and related is that in the context of linalg it's a somewhat big thing that same dim vector spaces (over same field) are isomorphic, ie there exists an isomorphism between em
Oh I haven't reached there yet, sounds exciting ๐
Do these notation simplify proofs ? Or when do we use them ? As I haven't encountered a problem requiring them yet
@gray dust is it just me or does your name evolve over time lmao
very slowly if at all, rokabe was maybe 6mo ago
i'll change it more often, just for you 
oh noes
too late 


Do these notation simplify proofs ? Or when do we use them ? As I haven't encountered a problem requiring them yet
fancy speak doesn't affect how good your proof writing is, this is just the vocab flow has accrued over time having experiencebeyond linalg
(my LA prof actually did topological algebra)
but yea, it's just notation
i think it's good to learn the different notation
i dont see where using the more general notation would make anything easier in LA
only very minor things
truth is, im just too lazy to change my ways
not that you need to
i will stick to what i learned in universal algebra and category theory :p
for a set V to be a vector space, must the additive inverse of an element v be unique or can there be multiple?
@zinc copper It is not an axiom that it must be, but it follows from the other axioms. So yes, "there can be only one"
how does it follow?
gwoup theowy
ah anyways ive figure out why my example cant be a vector space, but now im curious
Yeah, start with x + y = 0, then z + (x + y) = z
Yes
Np
Hi, when is there some dedicated way to finding all the invariant subspaces of a linear opertaor give by its matrix?
Ok so I'm a bit rusty, but I believe what you do is find the Jordan Canonical Form
Which is like a generalization of finding eigenvalues
You should always be able to find the Jordan Canonical Form if you are willing to deal with complex numbers
Wait, actually I don't think you need to go through the whole process if you just want the invariant subspaces
Are you asking out of curiosity or because you want to know the algorithm for finding the invariant subspaces?
Well i have these exercieses on my exams which requier that from me, was wandering if there is an algorithm for it or if its nuanced?
So yeah if theres an algorithm that would help out immensly
Ok so just finding the invariant subspaces isn't tooo terrible
Do you know of the characteristic polynomial?
I'm generaly given the matrix so i can find it if thats what you are asking?
I'm just not familiar with what people are taught so I wanted to know if you knew of it
So first thing you need to do it factor the characteristic polynomial
As you might know, the roots tell you the eigenvalues
Well, for the invariant subspaces you also care about the multiplicity of the roots
could i do the same with det(a-xI) to find the eigenvalues and its multiplicity?
The_Vman:
Then for each factor you get an invariant subspace
For 1 you get the eigenspace $\ker(A - I)$
The_Vman:
Maybe you use nullspace instead of kernel
For the factor $(x + 2)^2$ you get what is called a generalized eigenspace, in this case corresponding to the eigenvalue $2$
The_Vman:
Which is $\ker\Big((A + 2I)^2\Big)$
The_Vman:
And finally you get one for $x^2 + 1$, which is $\ker(A^2 + I)$
The_Vman:
Maybe you use nullspace instead of kernel
@rose coral myb im lost in translation, but doesnt in english litterature kernel and nullspace mean the same thing?
Yeah they do, just wanted to include both terms just in case
allright, also in all of theese "A" reperesents the matrix of the linear operator?
just checking for confidence sake
Yup, and you find the kernel by row reduction or whatever you prefer
And so the space decomposes as $\bR^5 = \ker(A - I) \oplus \ker(A + 2)^2 \oplus \ker(A^2 + I)$
The_Vman:
Where each one is an invariant subspace
It's also important to note that the invariant subspace corresponding to some $(x - \lambda)^n$ will be $n$-dimensional
The_Vman:
And that's it
Well
Actually each $\ker(A - \lambda)^n$ might have smaller invariant subspaces in it
The_Vman:
And the sum of any invariant subspaces is again invariant
allright so if i have like this example
this would lead me to belive that invariant subspace is 3dimensional, based on eigenvalue 1
i miswrote on the pic, eigenvalue is obviously 1
Sorry we're talking about the $\begin{bmatrix}1 & -1 & 0 \ 1 & 1 & 0 \ 0 & 0 & 0\end{bmatrix}$?
The_Vman:
yes, in the example we can see the linear opertator by being given its efect on the vectors {x,y,z}, we extrapolate the matrix which then eqiuals to what you have written here
The_Vman:
@stoic python
and then we find the eigenvalue, which in this case is 1, of multiplicity 3, correct?
I don't think so, you should get an eigenvalue of 0 with multiplicity 1
Not sure about the other two factors
yes
i made a mistake my bad sorry for wasting time
im hurrying and making stupid mistakes
No worries, happens to everyone
Ok so in this case it looks like the characteristic polynomial is, up to a sign, $x((x - 1)^2 + 1)$
The_Vman:
Where the quadratic doesn't have real roots
Oh btw if you have the matrix in blocks like this one, you can calculate the characteristic polynomial for each block and then multiply those together
So here the (x - 1)^2 + 1 comes from the top left, 2x2 block
But in terms of the invariant subspaces, here there isn't much to compute as the blocks give the subspaces. The only thing that could potentially happen is that the 2x2 block broke down further into invariant subspaces
But the polynomial doesn't have real roots (it is irreducible), so it doesn't
allright so what do i do here to find invariant subspaces?
You could go through finding the kernels of corresponding to the factors
But the factor corresponding to 0, which corresponds to the bottom right 1x1 block, will have invariant subspace spanned by (0 0 1), the kernel of the original map
And the 2x2 block doesn't further break up into invariant subspaces, so its invariant subspace is simply given by the span of (1 0 0) and (0 1 0)
No problem
i also now noticed a patern that my professor tends to give on this sort of exercise
its either a projection operator or something of the sort in the example above
Oh cool, that makes it easier
yeah, but i really appreciate your help, it may not help too much here but it definitly will in the future
Anytime
here is another example of the exercise, hopefully i did it well here
here is a linear operator of projection in R^3 to R^3, where it maps {x,y,z}^t to {0,y,z}^t. Extract its matrix, then found eigenvalues. Eigenvalues are 0 and 1, 1 having multiplictiy of 2. Found kernel of (P-1 I) and it is spanned by vectors {0,1,0} and {0,0,1}
Yup that works
Now here the invariant subspace spanned by {0, 1, 0} and {0, 0, 1} decomposes into the 1d subspaces
So in this case the subspace spanned by {0, 1, 0} and another spanned by {0, 0, 1}
I see
It could have been that it doesn't decompose
No problem
Also if the matrix is diagonal, it fully decomposes into the 1d subspaces given by the standard basis vectors
And as an example $\begin{bmatrix}2 & 0 & 0 \ 0 & 1 & 0 \ 0 & 1 & 1\end{bmatrix}$
The_Vman:
has it so that the generalized eigenspace corresponding to 1 doesn't decompose, because of this 1 off the diagonal in the bottom left 2x2 block
Here the invariant subspace isn't that hard to see, but if the matrix wasn't this nice, you would have to compute $\ker(A - I)^2$ not just $\ker(A - I)$ to get the full 2d invariant subspace
The_Vman:
I see
Will be on the lookout for that in the examples im given
Another question, if i have a list of matrices with the task of checking which ones are simmilar, all i need to do is find their eigenvalues right? And if i have the same, but instead of checking it they are simmilar i need to check if they are equivalent matrices all i need to do is check their ranks?
@errant wyvern yes, for equivalence you only have to compare their ranks.
and no, for similarity its not enough to find eigenvalues.
if two matrices are similar, they have the same eigenvalues. but not all matrices with the same eigenvalues are similar. you need a stronger condition
so if they have different eigenvalues, you immediately know they cant be similar
but if they have the same, it doesnt tell you anything
the usual trick for similarity is to show that both matrices are similar to the same normal form
for example, if both matrices are similar to the same diagonal matrix, then they are similar
and if they are not diagonalizable, then you can compare their jordan normal forms
i guess if you want some steps for checking whether matrices A and B are similar: 1) find their characteristic polynomials. if they are different, then A and B cant be similar. 2) check geometric multiplicities. if A and B are similar to the same diagonal matrix, they are similar. 3) if neither matrix is similar to a diagonal matrix, find their jordan normal forms and compare those
i hope you must never resort to finding the JNF lol
yeah i see
finding the jnf is annoying and gruntwork but it aint hard
just would rather skip it lul
yea xd
but comparing JNF will always tell you if they are similar
but best case scenario is you find your answer before you have to go through that
you can use a few facts about the characteristic polynomials as well
if you get distinct linear factors, like (x - a)(x - b)(x - c)... where a,b,c are different
then you have similarity to a diagonal matrix
and you dont have to take any extra steps
because then the geometric and algebraic multiplicities already match up
so for those you can read off the answer pretty much
basically, try to avoid unnecessary computation
@glad current does this make sense?
$\begin{bmatrix} 1 & 2 & -3 \ 5 & 0 & 1\end{bmatrix} \begin{bmatrix} a \ b \ c \end{bmatrix} = a\begin{bmatrix} 1 \ 5\end{bmatrix} + b\begin{bmatrix} 2 \ 0\end{bmatrix} + c\begin{bmatrix} -3 \ 1\end{bmatrix}$
The_Vman:
Question
can you parameterize a vector Space?
for a Basis vector and a coordinate vector?
What do you mean parametrize?
Can you parametrize a line in a vector space?
yes
If depends on what the vector space is.
This can be explained by example
Not all vector spaces are $\mathbb{R}^n$ n $\in \mathbb{N} \cup { 0 }$
JohntheDon:
@half storm
instead of typing this can I link the paper?
and we can discuss it?
it's probably easier
What I am trying to figure out is. How he parameterized the ellipsoid vector space
page 7-11
eh I'm not familiar with this. Might be better to ask someone else.
what section
<@&286206848099549185>
Yea questions section. lol no problem.
Is there a website I can use to calculate matrices based on a position like
say I have a formula like c_ij = i + j
I'd like to know if there's a website that can calculate this
whatcha mean calculate
like fill out the matrix that looks like that with those as entries?
Yea
I'd use a good enough calculator or programming language like matlab or octave
Dang
ti-nspire can make matrices that way for instance
Alright thanks
anyone know how i can find the OG matrix from this
i have to figuure out if the determinant is 0
im not sure if there is a way to do that other than working backwards to find the matrix
oh wait i think nonsingular just means that it can be put into the RREF where theres a 1 for each row
one way is to write out a 2x2 matrix with entries a,b,c,d then plug in everything to X'=AX
scalar projection, yes
im stuck on this
even for a 2x2 matrix i don't really know how to prove that without using numbers
let alone an nxn matrix
What does it mean for lambda to be an eigenvalue of a matrix A?
Maybe you are thinking of the matrix A - (lambda)*I
yea
A scalar lambda is an eigenvalue of a matrix A if there exists a non-zero vector v such that Av = lambda * v
so the direction is preserved but the magnitude changes
Pretty much, if lambda is 1 or -1 then the magnitude doesn't change
But yeah the direction is preserved
Ok so what would it mean for $\lambda^2$ to be an eigenvalue of $A^2$?
The_Vman:
$A^2v = \lambda^2 v$, yeah
The_Vman:
oh yea
Ok so to prove the statement, you need to use the assumption that $\lambda$ is an eigenvalue of $A$ to find such a $v$ for $A^2$
The_Vman:
Right?
Ok so here's what my thought process is when I'm given a problem like this
First I understand what I need to do, I think we've done that part
Now I look at what I can use to prove the statement I want
So, I need to find a special vector v that relates to A^2. And since lambda is an eigenvalue of A, I'm given a special vector for A
My gut instinct is to see if the same vector works
I'll set it up
ok
I'm given that $\lambda$ is an eigenvalue of $A$. Unravelling that definition, I'm given some non-zero vector $v$ such that $Av = \lambda v$
The_Vman:
Now I want to try out this vector with A^2, see if it works
How can I tell if it works?
i guess if it equals the lamda squared thing ?
Yeah, I want to start out with $A^2v$ and see if I can turn that into $\lambda^2 v$
The_Vman:
So, I start with A^2v. I want to get some lambda stuff, so I use the assumption
A^2v just means apply A to v, and then apply A again
So $A^2v = A(Av)$
The_Vman:
A is a matrix and so what is lambda again
It's a scalar, so probably a real number
oh ok
But the point is, now I can use my assumption that $Av = \lambda v$
The_Vman:
If I plug that in, I get $A^2v = A(Av) = A(\lambda v)$
The_Vman:
Do you think you can continue?
Not quite
I'm guessing you want to get another lambda so you have lambda^2
The idea is that the A already is like a lambda, when A acts on this vector its the same as scaling by lambda
ohh
So you should be able to get the other factor of lambda from the A that is left in $A(\lambda v)$
The_Vman:
Yeah the A and lambda are multiplying the vector v
But the tricky thing is that A doesn't necessarily scale everything by lambda, only this specific v
(Well actually it should do the same thing to whole span of v)
Ok so the fact I wanted you to use was $A(\lambda v) = \lambda * Av$
The_Vman:
And then you can replace $Av$ again by $\lambda v$
The_Vman:
The idea is that whenever you have a matrix A, you can pull out scalars. So A(5x) = 5A(x)
Ok I hope that wasn't too confusing, its just how I think about doing proofs
i mean its a good explanation im just super unfamiliar with this stuff so its taking some work to digest but i think im following
Ok I'm glad you think it was a good explanation/you were able to follow
What you should take away is that a matrix A does the same sort of thing to vectors in the same span
Which is captured by A(3x) = 3Ax
So if A rotates a vector v by 90 degrees, it also rotates 3v by 90 degrees. If it skews v onto the y axis, it also skews 9v onto the y axis (and also 0.2*v and 12v etc.)
ohh okay
And if A scales v by lambda, it also scales 3v or 5v or lambda*v by lambda
So is scales the entire line spanned by v, by a factor of lambda
So this whole thing was saying, if A scales some line (say spanned by a vector v) by a factor of lambda, then applying A^2, meaning applying A twice, should be like scaling that line by lambda twice, meaning it scaling by lambda^2
Personally I think that the best way to understand linear algebra is geometrically
Have you watched 3Blue1Brown's essence of linear algebra on youtube?
no i need to watch that i havnt looked into the geometric aspect of linalg at all
but its super confusing as of now so that hopefully will help
I would recommend it. It explains everything very visually and is a great way to build intuition, and understand what is going on
Other than that just keep asking questions
okay i will i hope i can understand this stuff eventually
as of now i literally have no idea why i do any of the operations that i do which sucks
also can i just send a summed up version of what we discussed to make sure i didnt make any errors?
Yeah sure
Yeah that looks good
When you write a proof though its useful to have words explaining what each step is
So you can start by something like "Since A has eigenvalue lambda there is a vector v such that (first equation in black)"
And then you can say stuff like "by (the equation in black) we can plug in lambda v for Av" ...
But it just takes practice
And btw if you find the videos confusing, or something you find something you've read/learnt in class confusing, just ask. People are also here to help with those types of questions
Anytime
this honestly gives me confidence in my math skills, i was beginning to think that I was in my final days of math because i was getting so lost
but i will keep pushing and hopefully understand this stuff
I believe in you
Yeah I would say the way linear algebra is usually taught isn't great
Thank goodness the internet is here to help lol
Lol yeah its great
Hello I have question regarding this derivation
What do they mean by Orthonormal base for the plane how are these definitions derived? for the vectors axes
a common technique for showing that some vector x has a certain representation with respect to a basis {u_1, ..., u_n} is to apply your inner product to both sides of x = sum x_i u_i
the question is worded a bit weirdly
but i gather from it that your inner product is just x^T y. try using this inner product along with the equation x = sum x_i u_i
i wasnt too sure if x_i is an element of vector x
x_i is a scalar here
it's a bit deceptive since x is an element of R^n
so you'd be inclined to represent it in the standard basis
damn shudve used a different letter instead of x_i then, maybe c_i woulda been better
so we know that
x = c1u1+c2u2 + ... + cnun is true
set every c to 0, except c_i = 1
x = ciui
uh oof my proof is garbage
you can't change the values of the c_i's
shit
if you're writing x = sum c_i u_i, then your goal is to show that c_k = x^T u_k for each k
here's something super straightforward you can do: try subsituting your expression for x into x^T u_k
(which is equivalent to what i said at the start and probably less confusing)
if i transpose x
from the definition
x = c1u1 + c2u2 + ... + cnun
transpose this
what would the right side look like?
just keep in mind your c_1, ..., c_n are scalars and u_1, ..., u_n are elements of R^n
mmhm
if i multiply that by ui
i dont know what happens LMAO
xTu_i = (c1u1T + c2u2T + ... + cnunT)(u_i)
that
right
do you know what orthonormal means at least?
lemme wikipedia real quick
oh it just means
the vectors are orthogonal to each other
and?
wait no
hi roketto
wait thats correct?
there's more. hi tera
all unit vectors
and orthogonal
o
that means any dot product between two vectors from the basis is equal to 0
but
i dont see how that applies here
simplify (c1u1T + c2u2T + ... + cnunT)(u_i) some
lol i dont know how
FUCK
WAIt
IM RETARDED
GImme a sec
distribution duh
oh
thank
you
so much
you furry god
do you see the final result?
o h
hence unit norm
damn so it was all in the orthonormal
yea
orthogonal + normal = orthonormal
i shudve paid attention to the orthonormal more
slight nitpick: "u_i^T dot u_i" should just be "u_i dot u_i" or "u_i^T u_i"
tera strikes again 
now go do 20 problems of the exact same flavor
jk
you can get a slightly more general expression for x with respect to an orthogonal basis by following the exact same method
which is sometimes useful
e.g. in the proof of gram-schmidt iirc
fun fact that might be worth keeping in mind
Is this where also i can ask questions?
if linear algebra related
I have no idea what inner product im supposed to use and dunno what im supposed to doooo
Ok so they've given you the norm associated with an inner product
And you want to know what the formula for the inner product is so that you can find the space perpendicular to E
Right?
Yeah
I feel like im losing hair bc of this
Ok so Theorem 2.1.13 lets you get the formula for the inner product from the norm
So I would plug in the equation you're given for the norm to get what the inner product is
Yes so instead of y do i put x? So it can be $llx+xll$
im_molee:
Well I think you want to know what <x, y> is
If you replace y by x then you'll just get the norm back
I think you need to know what the inner product between two arbitrary vectors is
Oh ok
Thats why im stuck from beginning
So there is this inner product <x, y> that you are not given
They not given
Oh is it $(1,2)^T$
No
im_molee:
You don't want to compute the inner product of a specific pair of vectors just yet
You just want to know the formula
im_molee:
Am i right?
Yes
But you also know that <x, y> = ||x + y||/4 - ||x - y||/4
If x and y are any two vectors
So use the formula you are given for the norm to compute ||x + y|| and ||x - y||
So do i need to compute <1,2>?
No
Also <1, 2> doesn't make too much sense because you need to input vectors into < , >
Yeah with letters
So there, $x = x_1$ and $y=x_2$?
im_molee:
No
So you'll have two vectors x and y, and you'll get a formula for <x, y> in terms of x1, x2, y1, y2
Yes
Yeah exactly
So i need to right down the root thing as in terms of x and y
Yeah
$(x_1 - x_2)^2 + 2(x_2)^2 + (y_1 -y_2)^2 + 2(y_2)^2$
im_molee:
This??
Not exactly
Times 1/4
That would be ||x||^2 + ||y||^2
You want to look at ||x + y||, so in the root formula you'll get something like $\sqrt{\Big((x_1 + y_1 )- (x_2 + y_2)\Big)^2 + 2(x_2 + y_2)^2}$
You want to look at $||x + y||$, so in the root formula you'll get something like $\sqrt{\Big((x_1 + y_1 )- (x_2 + y_2)\Big)^2 + 2(x_2 + y_2)^2}$
The_Vman:
Yeah for the other term you'll have -y1 and -y2 instead of the y1 and y2
But the root goes away like you wrote above
And we times 1/4
Yes
So if we do that we get <x,y>
Yeah that gives <x, y>
Then we move to Projection formula?
Yeah, you look at the linear map which is the projection
I would hope that the formula for <x, y> simplifies some amount
I think you are missing some brackets
Yeah that looks good
Be careful, you got rid of some minus signs
Shall i subsitute
I think it continues to simplify
Oh with squared term?
Yeah
I think you should maybe deal with the terms in pairs instead of substituting for them
Hmm
For example, the last two terms simplify to $8x_2y_2$
The_Vman:
There should also be a lot of canceling in the first two terms
Is anyone familiar with Linear Combination of Vector Spaces?
(X1+y1)^2 -2(..)
Yeah I think you should expand it all
Is anyone familiar with Linear Combination of Vector Spaces?
@hexed mural Sorry we are still using this chat, but you can ask your question in one of the other chats and I'll help you as soon as I can
it's cool I've been kinda waiting all day for someone with some familiarity
Yeah I think so
Damn give me a sec
It looks like the majority of the terms will cancel
it's cool I've been kinda waiting all day for someone with some familiarity
@hexed mural If you ask your question in #help-5 I possibly help you in between helping im_molee
No worries I can wait
Ok
You should have some minus signs
I think you forgot that the second term had minus signs
Yes but the $x_1^2$ should cancel
The_Vman:
Ok so on the second to last line
Yess boss
That should let you cancel the $x_1^2$ at some point
The_Vman:
In the end all of the terms should be mixed like the $8x_2y_2$, nothing squared
The_Vman:
Okay still doing itt
Cool
I got $2x_2y_2$
im_molee:
After times 1/4
Yeah that's good
$<x,y> = 2x_2y_2$
im_molee:
Wait you didn't get any other terms?
Ok, I got $<x, y> = x_1y_1 - x_1y_2 - x_2y_1 + 3x_2y_2$
The_Vman:
Yeah, also using (1)
Wait you got exactly the same thing I did
Lol
The terms $\frac{1}{4}(4x_1y_1 - 4x_1y_2 + \cdots)$ you wrote down were correct
The_Vman:
The_Vman:
Yess
Anyways, now we can compute $P_E$
The_Vman:
So what we got is the top part of fraction
Yeah now we'll plug in values
So $P_E$ is a linear map, and we need to find the matrix associated with it
The_Vman:
Do you know how to do that?
Well actually we need to make sure (1, 2) has norm 1
That's almost right
Sorry, I got confused with the norm 1 thing
Yeah, but now there is only one variable
Ok, first for the denominator you got 5? I got 9
But we are not using that norm
Awesome, and then on the numerator we have $<x, (1, 2)^T>$
The_Vman:
So we use $y_1 = 1$ and $y_2 = 2$ in the formula we found
The_Vman:
What do you mean by we have nummerator of that
Because the expression is $\frac{<x, x_j>}{||x_j||^2}x_j$ right?
The_Vman:
Which simplifies to $\frac{1}{9}\begin{bmatrix}-x_1 + 5x_2 \ -2x_1 + 10x_2\end{bmatrix}$
The_Vman:
Oh fuck am i dumb why didnt i simplify
It's ok
The_Vman:
You are looking for a, b, c, d so that $\begin{bmatrix}a & b \ c & d\end{bmatrix}\begin{bmatrix}x_1 \ x_2\end{bmatrix}$
The_Vman:
is Pex
Sure give me a second
Yes, let me check my settings
Aite
This is $\frac{1}{9}\begin{bmatrix}-1 & 5 \ -2 & 10\end{bmatrix}\begin{bmatrix}x_1 \ x_2\end{bmatrix} = \begin{bmatrix}-1/9 & 5/9 \ -2/9 & 10/9\end{bmatrix}\mathbf{x}$
The_Vman:
Just find the inner product and check
$\begin{bmatrix}-1/9 & 5/9 \ -2/9 & 10/9\end{bmatrix}$
The_Vman:
\begin{bmatrix}1 & -5 \ 2 & -10\end{bmatrix}
The_Vman:
Compile Error! Click the
reaction for details. (You may edit your message)
$\begin{bmatrix}1 & -5 \ 0 & 0\end{bmatrix}$
The_Vman:
$\begin{bmatrix}1 & -5 \ 0 & 0\end{bmatrix}\begin{bmatrix}x_1 \ x_2\end{bmatrix} = \begin{bmatrix}0 \ 0\end{bmatrix}$
The_Vman:
$\begin{bmatrix}x_1 - 5x_2 \ 0 \end{bmatrix} = \begin{bmatrix}0 \ 0\end{bmatrix}$
The_Vman:
So $x_1 = 5$ and $x_2=1$ works
The_Vman:
No problem!
@hexed mural Hi, I finished helping out im_molee if you want to ask your question now
alright I hope it's not something out your expertise, I've spent some time reading and brushing up
The question is as follows
Ok I hope I can answer it too
So I hope it's not a bother
in this document page 7-11
What I am interested in his how he derives a Vector Space as a Linear Combination
for the ellipsoid
Ok
then if if we have time I was also wondering how he parameterizes it
along the velocity vector
Ok I'm kinda getting the ellipsoid thing
what I think
is he does a linear combination
of the Radius vector
(1,1,1)
and (x,y,z)
then creates that matrix
CBM
which he uses to convert location velocity
then parameterizes it
that's what I understand but the math is abit above me
Ok so personally I believe the "radius vector" doesn't make much sense
But I think I know what he means
Really you want a set of three vectors to define the ellipsoid
Well more than that I think
He's saying that if you take the unit sphere
And then stretch by X in the x direction, by Y in the y direction, and Z in the z direction, then you get the ellipsoid he is describing
That's a bit confusing
but that stretching has to be that of an ellispse
the values
for X,Y,Z
Sorry I don't get which part you are confused by
so
Are you confused at how stretching like that gives an ellipsoid?
Yeah
Not quite
So I was just describing how you can get an ellipsoid
CBM is more like a change in measurement
So is this for like programming a game?
when you say change in measurement you mean from one Vector Space to Another
Yea
I am learning
how collison works
Not exactly from one vector space to another
been digging deep into it for a while
That's cool!
Ok so
Lets imagine this ellipsoid exists in the game world
Not sure that's how its used but
Let's just go with it for now
The ellipsoid is used as a collision detection
it's sweeps across a velocity vector
then once detection is detected you do some collision resolution
anyway as you were saying
Ok, but the ellipsoid is like "physically" in the game world, even if is just used to detect something
So in the game world you've conveniently labelled the points in space with 3 coordinates
Right?
Each point in the space is has like some x, y, and z components
Cool
But the point is that if you want to talk about an ellipsoid, or maybe the camera is suddenly rotating, you might want more convenient coordinates than the world coordinates
I don't think there should be any rotation
You want to represent the same points in the "physical" space in game, but maybe while running some code it's simpler if you changed how you label the points
for the collison
Yeah in this case there might not be
But if you need to pick different coordinates due to rotation, the same concepts apply
you mean to go from two different coordinate systems right
My point is just that we want to talk about the same space but with different coordinates yeah
for now we can just care about it as something in world space
We can just care about Object to World Collision
So an object moving in world space has its world coordinates
and handling collision with walls
floors ceilings
etc
That makes sense
And so the author of this thinks that to do the collision detection its easier to use "ellipsoid" coordinates instead of the world coordinates which are probably pretty arbitrary when it comes to collision detection
yea
I mean
I don't understand why he does this in the first place
Ellipsoid space
I am curious if this is how all Primitives are done
so
what I mean as primitives
are different types of geometry styles
you can have
Capsule, Box, Ellipsoid, Sphere
but at the end of the day
you're gonna have a plane touching some other plane
Oh cool
if this interests you
Here was something else I was trying to figure out
it might be a bit simpler than what i asked earlier
ok so in this one
this is a top down view
so let's suppose we have a collision detection in a BOX we check 4 corners
once we have a collision detected
we find the path shortest from the center to the wall center and compute a slide location
what this is doing is sliding the object away from the wall
Right
the question I am curious about is how they compute that Slide Location
apparently
it's done something like this
Today I wanted to share with you a solution for "sliding against walls" collision detection.
This is very often used in games and game engines.
I would imagine its that you decompose the vector into components
DP is?
Oh so how you would have moved if there were no wall
yea how they get that goal point I think is the shortest distance
to the center of the wall
from the center of your object
As soon as collision is detected
this stuff is not easy btw
so don't be discouraged haha
Wait don't you start out with the goal position?
Then what information do you start with?
Delta
And the start position
Oh ok then it shouldn't be bad
i assume that subtraction
is between two vectors
A + -B
head to tail
to get the slide vector
I think
or it's a projection
yea
And if you never detect a collision that's where you end up
yes
Yeah
And let, idk, r be the amount you would have continued going to the goal position if for no wall
Sorry r is a vector, some amount of the delta that's left over
I think
collision location is
halfway
always
wait no
Goal = Delta + Start where
If $n$ is a unit normal to the wall, then $(n \cdot r)n$ should be the component of $r$ that is going straight into the wall
The_Vman:
So you should slide according to $r - (n \cdot r)n$
The_Vman:
So the dot product lets you project vectors
that equation
would be the slide vector
you solved for it
assuming it's Unknown right
you projected the Start to Goal Vector with the normal right?
Not exactly, only the part that was left over from the collision detection
So however much you still have left to move
you mean collision to goal
Yeah
so that's why you subracted R
so you'd get the distance from collision to goal
right?
No
I can write it in terms of delta and the collision location if you want
But it would just be plugging in delta - (collision location - start location) = r
I subtracted because the term $(n \cdot r)n$ corresponds to the component going straight into the wall
The_Vman:
In your diagram, you have a vector from collision to goal and from collision to slide location
Yeap
The $(n \cdot r)n$ represents the other side in that right triangle
The_Vman:
Pointing straight into the wall from the slide location to the goal
Because it is some scalar (n dot r), times the vector n whose direction is straight out of/into the wall
ah
The scalar just makes sure its the right length
yeah ok we scale down it down with dot product yes of cource
N is the Normal
out the wall
from goal
Yeah
For this thing to work it should be length 1, otherwise you need an extra factor
sure
k
did you
draw a right triangle
from start point
with goal normal
?
to find r
like a larger right triangle
To find r, I just took the goal position - collision position
So R is the vector from the center of the object to the goal positon
just to be sure
we are on the same page
right?
If the object is like beside the wall at the collision position yes
Not at the start position
No, from collision to goal
k
ok
so it's as follows
- Collision Detected with World Object.. a wall.
- Find R vector from Collision Location to Goal with the Delta
- Take the Dot Product with R and the Normal of the Goal Position of the Wall
- Subtract R - Result of Part 3. to Get the slide component Vector
Yeah exactly
Well, in part 3 you get a number
so you have to subtract
You need to subtract N, the normal, times the number from part 3
Right but the dot product gives a single number
You want to subtract a vector
So I'm saying that you subtract the normal scaled by that number from the dot product
Which is a vector
yeah
Ok cool
this will give us the final point
Yeah
some point
yea
that's cool
is there a way to get that slide vector another way without doing a subtraction
or you have to do vector subtraction
I don't know of a way
Yup, vectors