Computer Graphics: Difference between revisions
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\end{bmatrix} | \end{bmatrix} | ||
</math> | </math> | ||
===Transformation matrix=== | |||
<math> | |||
L = T * R * S | |||
</math> | |||
Depending on implementation, it may be more memory-efficient or compute-efficient to represent affine transformations as their own class rather than 4x4 matrices. For example, a rotation can be represented with 3 floats in angle-axis or 4 floats in quaternion coordinates rather than a 3x3 rotation matrix. | |||
For example, see | |||
* [https://eigen.tuxfamily.org/dox/classEigen_1_1Transform.html Eigen::Transform] | |||
==MVP Matrices== | ==MVP Matrices== | ||