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There is already a section on computer graphics[1] that covers basic homogenous coordinates (instead of representing points as 3-vectors [x,y,z] you represent t
by ivan_ah 10y ago
There is already a section on computer graphics[1] that covers basic homogenous coordinates (instead of representing points as 3-vectors [x,y,z] you represent them as 4-vectors [x,y,z,1], which allows you do do translations and projections easily).
I explain the math, but I'm not expert enough to talk about practical graphics topics like OpenGL / WebGL etc, so not sure how much further I can go. To merit the "NO BULLSHIT" label, it's really important that the author know the subject matter inside out ;)
[1] https://minireference.com/static/excerpts/noBSguide2LA_preview.pdf#page=109 https://minireference.com/static/excerpts/noBSguide2LA_previ...
- shmerl 10y agoThanks! That looks good. I didn't mean any extensive chapter on OpenGL and the like, just some examples of linear algebra commonly used in computer graphics.