Computer Graphics: Difference between revisions

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\end{bmatrix}</math><br>
\end{bmatrix}</math><br>
Then the rotation matrix is <math>\mathbf{R} = \mathbf{I}_{3} + (\sin \theta)\mathbf{K} + (1 - \cos \theta)\mathbf{K}^2</math>
Then the rotation matrix is <math>\mathbf{R} = \mathbf{I}_{3} + (\sin \theta)\mathbf{K} + (1 - \cos \theta)\mathbf{K}^2</math>
Here the 4x4 form is:
<math>
\begin{bmatrix}
\mathbf{R} & \mathbf{0}\\
\mathbf{0}^T & 1
\end{bmatrix}
</math>


===Scaling Matrix===
===Scaling Matrix===