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A rectangular array of mathematical expressions, much like a two-dimensional array
Matrix

Example of a matrix displayed in the common square brackets form
Matrices values are indexed by (__) where is the row and _ is the column
i, j
Matrices values are indexed by (i, j) where i is the __ and j is the __
row, column
The only requirement is that the two operands have exactly the same row and column dimensions
Addition and Subtraction in Matrices

The product of a scalar and a matrix is as straightforward as addition and subtraction
Scalar Product

The product of a matrix with another matrix is quite a bit more involved in computer graphics
Matrix Vector Product
OpenGL uses ___ matrix for transformations
4 x 4

Until then, we only considered 3D vertices as a (___) triplet
x, y, z
Until then, we only considered __ __ as a (x, y, z) triplet
3D vertices
Let’s introduce _. We will now have (x, y, z, _) vectors
w
(x, y, z, w) vectors
The reason why we have glVertex4f
If w == 1, then the vector (x, y, z, 1) is a _____
position in space
If w == 0, then the vector (x, y, z, 0) is a ____
direction
A translation matrix looks like this:
where X, Y, Z are the values that you want to add to your position

If we want to translate the vector (10,10,10,1) of 10 units in the X direction, we get:

A Scaling Matrix looks like this:

If you want to scale a vector (position or direction, it doesn’t matter) by __ in all directions
2.0
Left-Hand

Right-Hand
