| The projection of the area D on the 3 coordinate planes will give
the areas A, B, and C. That is
A = D * cos(theta-a) = D * Ua
B = D * cos(theta-b) = D * Ub
C = D * cos(theta-c) = D * Uc
where cos(theta-*) are the dot products (components) of the unit vector
normal to the surface of D, and the coordinate axes.
So we have at once
A^2 + D^2 + C^2 = D^2 * (Ua^2 + Ub^2 + Uc^2) = D^2
This illustrates the idea of 'dual space' in linar algebra - the
space of all vectors that are at right angles to all but one of
each of the other vectors in the origional space. In 3 space
this is the cross product, but it works in space of any dimension.
It is also where 'covariant' and 'contravariant' transformations
come from in tensor analysis.
A practical use: Suppose you are writing shading and rendering software
and want to know how to transform the normal vectors of a given surface
when it is transformed by some transformation matrix. (consider what
scaling one coordinate only does to the normal of a sphere for example).
The notion of dual space gives the answer...
- Jim
|