Matrix transforms for computer games and animation
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Main Authors: | |
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Corporate Authors: | |
Published: |
Springer,
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Publisher Address: | London |
Publication Dates: | c2012. |
Literature type: | Book |
Language: | English |
Subjects: | |
Online Access: |
http://dx.doi.org/10.1007/978-1-4471-4321-5 |
Carrier Form: | 1 online resource (xi, 166 p.): |
ISBN: |
9781447143215 (electronic bk.) 1447143213 (electronic bk.) |
Index Number: | TP391 |
CLC: | TP391.41 |
Contents: |
Includes index. Matrix transforms are ubiquitous within the world of computer graphics, where they have become an invaluable tool in a programmer's toolkit for solving everything from 2D image scaling to 3D rotation about an arbitrary axis. Virtually every software system and hardware graphics processor uses matrices to undertake operations such as scaling, translation, reflection and rotation. Nevertheless, for some newcomers to the world of computer games and animation, matrix notation can appear obscure and challenging. Matrices and determinants were originally used to solve groups of simultaneous linear e |