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330              Chapter 5                    Norms, Inner Products, and Orthogonality

                                    More generally, if the coordinates of each of the ten vertices in View (a) are
                                    placed as columns in a vertex matrix,

                                           v 1  v 2    v 10                             ˆ v 1  ˆ v 2  ˆ v 10
                                          ↓    ↓       ↓                             ↓   ↓        ↓ 
                                           x 1  x 2  ··· x 10                           ˆ x 1  ˆ x 2  ˆ
                                                                                             ··· x 10 
                                               y 2     y 10                             ˆ y 1  ˆ y 2  ···  ˆ y 10
                                    V a =  y 1    ···    , then V d = P z P y P x V a =             
                                           z 1  z 2  ···  z 10                          ˆ z 1  ˆ z 2  ···  ˆ z 10
                                    is the vertex matrix for the orientation shown in View (d). The polytope in
                                    View (d) is drawn by identifying pairs of vertices (v i , v j )in V a that have an
                                    edge between them, and by drawing an edge between the corresponding vertices
                                    (ˆ v i , ˆ v j )in V d .

                   Example 5.6.5
                                    3-D Computer Graphics. Consider the problem of displaying and manipu-
                                    lating views of a three-dimensional solid on a two-dimensional computer display
                                    monitor. One simple technique is to use a wire-frame representation of the solid
                                    consisting of a mesh of points (vertices) on the solid’s surface connected by
                                    straight line segments (edges). Once these vertices and edges have been defined,
                                    the resulting polytope can be oriented in any desired manner as described in
                                    Example 5.6.4, so all that remains are the following problems.
                                    Problem: How should the vertices and edges of a three-dimensional polytope
                                    be plotted on a two-dimensional computer monitor?
                                    Solution: Assume that the screen represents the yz-plane, and suppose the
                                    x-axis is orthogonal to the screen so that it points toward the viewer’s eye as
                                    shown in Figure 5.6.6.
                                                                          z





                                                                x


                                                                                     y



                                                                  Figure 5.6.6
                                    A solid in the xyz-coordinate system appears to the viewer as the orthogonal
                                    projection of the solid onto the yz-plane, and the projection of a polytope is
                                    easy to draw. Just set the x-coordinate of each vertex to 0 (i.e., ignore the
                                    x-coordinates), plot the (y, z)-coordinates on the yz-plane (the screen), and
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