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=== |