Chapter 12. A 2D and 3D Transformation Library for Graphics

12.1. Introduction

The ideas of the previous chapters can be nicely condensed into an implementation—a collection of cooperating classes that help to maintain the point/vector distinction, the distinction between a transformation T that acts on points and the associated transformations of vectors and covectors, and some of the other routine computations that are often done in graphics.

This chapter can be regarded as an instance of the Implementation principle: that if you understand a mathematical idea well enough, you can implement it in code, and thereafter be insulated from the need for further understanding.

The book’s website has such an implementation in C#, starting with the ...

Get Hughes/Computer Graphics, 3/E now with the O’Reilly learning platform.

O’Reilly members experience books, live events, courses curated by job role, and more from O’Reilly and nearly 200 top publishers.