Module 5.5 · Lesson 5.5.2
Vector-Valued Functions — Position, Velocity & Acceleration
Watch position, velocity, and acceleration vectors update frame-by-frame along a parametric path, exactly as an animation engine advances a moving object.
Intuition
A vector-valued function $\mathbf{r}(t)=\langle x(t),y(t)\rangle$ hands back a position vector at every instant $t$. Differentiate once and you obtain the velocity vector $\mathbf{v}(t)=\mathbf{r}'(t)$; differentiate again and you obtain the acceleration $\mathbf{a}(t)=\mathbf{r}''(t)$. Each new frame of an animation simply evaluates these three vectors at the next time stamp.
Bézier curves used in motion graphics are built the same way: the control points define a parametric path, and the animation system samples $\mathbf{r}(t)$, $\mathbf{v}(t)$, and $\mathbf{a}(t)$ to place, orient, and ease the object.
Core concept
Position is the vector $\mathbf{r}(t)$. Velocity is its derivative—the tangent that points in the direction of motion and whose length is speed. Acceleration is the derivative of velocity; it tells how the velocity vector itself is changing length or direction.
Interactive Lab
Drag the time slider. The amber point traces the path; the green arrow is velocity and the cyan arrow is acceleration, both redrawn every frame.
Green arrow = velocity (tangent, length = speed). Cyan arrow = acceleration (here constant $\langle 0,2\rangle$). This is the same data an animation system reads each frame to move an object along a Bézier path.
Key Idea
A vector-valued function packages the coordinates into a single object that can be differentiated component-wise. The first derivative is the velocity vector; the second is the acceleration vector. Speed is the magnitude $|\mathbf{v}(t)|$. In animation and physics engines these three vectors are evaluated at successive time steps to advance the object along its path.
Think Further
- If acceleration is always perpendicular to velocity, what is happening to the speed of the object?
- In a cubic Bézier animation curve, why does the velocity vector change length even when the object appears to move at “constant speed” on screen?
- How would you write the unit tangent vector in terms of $\mathbf{v}(t)$, and why is it useful for orienting a sprite along its path?