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Computer Graphics: Difference between revisions

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-k_y & k_x & 0
-k_y & k_x & 0
\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><br>
Here the 4x4 form is:  
Here the 4x4 form is:  
<math>
<math>