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The Geometry of Ships

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8 THE PRINCIPLES OF NAVAL ARCHITECTURE SERIES<br />

Fig. 2<br />

Local and global frames.<br />

<strong>The</strong> simplest description <strong>of</strong> a local frame is to give<br />

the coordinates X O (X O , Y O , Z O ) <strong>of</strong> its origin in the<br />

global frame, plus a triple <strong>of</strong> mutually orthogonal unit<br />

vectors {ê x , ê y , ê z } along the x, y, z directions <strong>of</strong> the<br />

frame.<br />

Non-cartesian coordinate systems are sometimes<br />

useful, especially when they allow some geometric symmetry<br />

<strong>of</strong> an object to be exploited. Cylindrical polar coordinates<br />

(r, , z) are especially useful in problems that<br />

have rotational symmetry about an axis. <strong>The</strong> relationship<br />

to cartesian coordinates is:<br />

x r cos, y r sin, z z (3)<br />

or, conversely,<br />

r [x 2 y 2 ] 1/2 , arctan (y / x), z z (4)<br />

For example, if the problem <strong>of</strong> axial flow past a body<br />

<strong>of</strong> revolution is transformed to cylindrical polar coordinates<br />

with the z axis along the axis <strong>of</strong> symmetry, flow<br />

quantities such as velocity and pressure are independent<br />

<strong>of</strong> ; thus, the coordinate transformation reduces the<br />

number <strong>of</strong> independent variables in the problem from<br />

three to two.<br />

Spherical polar coordinates (R, , ) are related to<br />

cartesian coordinates as follows:<br />

x R cos cos, y R cos sin, z R sin (5)<br />

or conversely,<br />

R [x 2 y 2 z 2 ] 1/2 ,<br />

arctan(z/[x 2 y 2 ] 1/2 ), (6)<br />

arctan (y / x)<br />

2.2 Homogeneous Coordinates. Homogeneous coordinates<br />

are an abstract representation <strong>of</strong> geometry,<br />

which utilize a space <strong>of</strong> one higher dimension than<br />

the design space. When the design space is 3-D, the<br />

corresponding homogeneous space is four-dimensional<br />

(4-D). Homogeneous coordinates are widely used for<br />

the underlying geometric representations in CAD and<br />

computer graphics systems, but in general the user<br />

<strong>of</strong> such systems has no need to be aware <strong>of</strong> the fourth<br />

dimension. (Note that the fourth dimension in the<br />

context <strong>of</strong> homogeneous coordinates is entirely different<br />

from the concept <strong>of</strong> time as a fourth dimension<br />

in relativity.) <strong>The</strong> homogeneous representation<br />

<strong>of</strong> a 3-D point [x y z] is a 4-D vector [wx wy wz w],<br />

where w is any nonzero scalar. Conversely, the homogeneous<br />

point [a b c d], d 0, corresponds to the<br />

unique 3-D point [a / d b / d c / d]. Thus, there is an<br />

infinite number <strong>of</strong> 4-D vectors corresponding to a given<br />

3-D point.<br />

One advantage <strong>of</strong> homogeneous coordinates is that<br />

points at infinity can be represented exactly without exceeding<br />

the range <strong>of</strong> floating-point numbers; thus, [a b c<br />

0] represents the point at infinity in the direction from<br />

the origin through the 3-D point [a b c]. Another primary<br />

advantage is that in terms <strong>of</strong> homogenous coordinates,<br />

many useful coordinate transformations, including<br />

translation, rotation, affine stretching, and perspective<br />

projection, can be performed by multiplication by a suitably<br />

composed 4 4 matrix.<br />

2.3 Coordinate Transformations. Coordinate transformations<br />

are rules or formulas for obtaining the coordinates<br />

<strong>of</strong> a point in one coordinate system from its<br />

coordinates in another system. <strong>The</strong> rules given above relating<br />

cylindrical and spherical polar coordinates to<br />

cartesian coordinates are examples <strong>of</strong> coordinate transformations.<br />

Transformations between cartesian coordinate systems<br />

or frames are an important subset. Many useful coordinate<br />

transformations can be expressed as vector and<br />

matrix sums and products.<br />

Suppose x (x, y, z) is a point expressed in frame coordinates<br />

as a column vector; then the same point in<br />

global coordinates is<br />

X (X, Y, Z) X O Mx (7)<br />

where X O is the global position <strong>of</strong> the frame origin, and<br />

M is the 3 3 orthogonal matrix whose rows are the unit<br />

vectors ê x , ê y , ê z . <strong>The</strong> inverse transformation (from<br />

global coordinates to frame coordinates) is:<br />

x M 1 (X X O ) M T (X X O ) (8)<br />

(Since M is orthogonal, its inverse is equal to its transpose.)<br />

A uniform scaling by the factor (for example, a<br />

change <strong>of</strong> units) occurs on multiplying by the scaled<br />

identity matrix:<br />

S<br />

⎧ 0 0 ⎫<br />

⎪<br />

⎪<br />

I⎪<br />

0 0 ⎪<br />

⎪<br />

⎪<br />

⎩ 0 0 ⎭<br />

(9)

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