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Computer Graphics: Difference between revisions

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\end{bmatrix}
\end{bmatrix}
</math>
</math>
To formulate a rotation about a specific axis, we use [[Wikipedia:Rodrigues' rotation formula]].<br>
Suppose we want to rotate by angle <math>\theta</math> around axis <math>\mathbf{k}=(k_x, k_y, k_z)</math>.<br>
Let <math>
\mathbf{K} = [\mathbf{k}]_{\times} =
\begin{bmatrix}
0 & -k_z & k_y\\
k_z & 0 & -k_x\\
-k_y & k_x & 0
\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>


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