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Computer Graphics: Difference between revisions

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[http://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices/ http://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices/]
[http://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices/ http://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices/]


Points and vectors are represented using homogeneous coordinates in computer graphics.<br>
Points and vectors are represented using homogeneous coordinates in computer graphics.
Points are <math>(x,y,z,1)</math> and vectors are <math>(x,y,z,0)</math>.<br>
This allows affine transformations in 3D (i.e. rotation and translation) to be represented as a matrix multiplication. 
The last coordinate in points allow for translations to be represented as matrix multiplications.<br>
While rotations can typically be represented in a 3x3 matrix multiplication, a translation requires a 'shear' in 4D.
 
Points are <math>(x,y,z,1)</math> and vectors are <math>(x,y,z,0)</math>.
The last coordinate in points allow for translations to be represented as matrix multiplications.


;Notes
;Notes
* The point <math>(kx, ky, kz, k)</math> is equivalent to <math>(x, y, z, 1)</math>.
* The point <math>(kx, ky, kz, k)</math> is equivalent to <math>(x, y, z, 1)</math>.


 
Affine transformations consist of translations, rotations, and scaling
Transformations consists of translations, rotations, and scaling


===Translation Matrix===
===Translation Matrix===