O'Reilly logo

Mathematics for 3D Game Programming and Computer Graphics, Third Edition by Eric Lengyel

Stay ahead with the world's most comprehensive technology and business learning platform.

With Safari, you learn the way you learn best. Get unlimited access to videos, live online training, learning paths, books, tutorials, and more.

Start Free Trial

No credit card required

Chapter 3. Matrices

In a 3D graphics engine, calculations can be performed in a multitude of different Cartesian coordinate spaces. Moving from one coordinate space to another requires the use of transformation matrices. We casually referred to matrices at various places in Chapter 2; and in this chapter, we acknowledge the importance of matrices in 3D graphics programming by presenting a more formal exposition of their properties. The process of transforming points and direction vectors from one coordinate space to another is described in Chapter 4.

Matrix Properties

An n×m matrix M is an array of numbers having n rows and m columns. If n=m =, then we say that the matrix M is square. We write Mij to refer to the entry of M that resides at the ...

With Safari, you learn the way you learn best. Get unlimited access to videos, live online training, learning paths, books, interactive tutorials, and more.

Start Free Trial

No credit card required