A Survey of Smooth Vector Graphics: Recent Advances in Repr esentation, Creation, Rasterization, and Image

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Vector Algebra: Graphical Method01:10

Vector Algebra: Graphical Method

Vectors can be multiplied by scalars, added to other vectors, or subtracted from other vectors. The vector sum of two (or more) vectors is called the resultant vector or, for short, the resultant.
We use the laws of geometry to construct resultant vectors, followed by trigonometry to find vector magnitudes and directions. For a geometric construction of the sum of two vectors in a plane, we follow the parallelogram rule. Suppose two vectors are at arbitrary positions. Translate either one of...
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Vector Operations01:20

Vector Operations

Vectors are physical quantities that have both magnitude and direction. The vector operations include addition, subtraction, and scalar multiplication.
A vector multiplied by a scalar value is called scalar multiplication. The result obtained is a new vector with a different magnitude. If the scalar is positive, the direction of the vector remains the same, but if it is negative, the direction of the vector is reversed. For example, the product of the mass and velocity yields the momentum.
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Vector Algebra: Method of Components01:08

Vector Algebra: Method of Components

It is cumbersome to find the magnitudes of vectors using the parallelogram rule or using the graphical method to perform mathematical operations like addition, subtraction, and multiplication. There are two ways to circumvent this algebraic complexity. One way is to draw the vectors to scale, as in navigation, and read approximate vector lengths and angles (directions) from the graphs. The other way is to use the method of components.
In many applications, the magnitudes and directions of...
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Convolution: Math, Graphics, and Discrete Signals01:24

Convolution: Math, Graphics, and Discrete Signals

In any LTI (Linear Time-Invariant) system, the convolution of two signals is denoted using a convolution operator, assuming all initial conditions are zero. The convolution integral can be divided into two parts: the zero-input or natural response and the zero-state or forced response, with t0 indicating the initial time.
To simplify the convolution integral, it is assumed that both the input signal and impulse response are zero for negative time values. The graphical convolution process...
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Vector Components in the Cartesian Coordinate System01:29

Vector Components in the Cartesian Coordinate System

Vectors are usually described in terms of their components in a coordinate system. Even in everyday life, we naturally invoke the concept of orthogonal projections in a rectangular coordinate system. For example, if someone gives you directions for a particular location, you will be told to go a few km in a direction like east, west, north, or south, along with the angle in which you are supposed to move. In a rectangular (Cartesian) xy-coordinate system in a plane, a point in a plane is...
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Vector Representation of Complex Numbers01:16

Vector Representation of Complex Numbers

Complex numbers, represented in Cartesian coordinates, can also be visualized as vectors. These vectors can be expressed in polar form, emphasizing their magnitude and angle. When a complex number is input into a function, the output is another complex number, highlighting the function's zero point from which the vector representation can originate.
Consider a function defined as the product of the complex factors in the numerator divided by the product of the complex factors in the...
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