CS0045 Module 6

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20 Terms

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

Matrix

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Example of a matrix displayed in the common square brackets form

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Matrices values are indexed by (__) where is the row and _ is the column

i, j

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Matrices values are indexed by (i, j) where i is the __ and j is the __

row, column

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The only requirement is that the two operands have exactly the same row and column dimensions

Addition and Subtraction in Matrices

<p>Addition and Subtraction in Matrices</p>
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The product of a scalar and a matrix is as straightforward as addition and subtraction

Scalar Product

<p>Scalar Product</p>
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The product of a matrix with another matrix is quite a bit more involved in computer graphics

Matrix Vector Product

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OpenGL uses ___ matrix for transformations

4 x 4

<p>4 x 4</p>
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Until then, we only considered 3D vertices as a (___) triplet

x, y, z

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Until then, we only considered __ __ as a (x, y, z) triplet

3D vertices

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Let’s introduce _. We will now have (x, y, z, _) vectors

w

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(x, y, z, w) vectors

The reason why we have glVertex4f

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If w == 1, then the vector (x, y, z, 1) is a _____

position in space

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If w == 0, then the vector (x, y, z, 0) is a ____

direction

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A translation matrix looks like this:

where X, Y, Z are the values that you want to add to your position

<p>where X, Y, Z are the values that you want to add to your position</p>
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If we want to translate the vector (10,10,10,1) of 10 units in the X direction, we get:

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A Scaling Matrix looks like this:

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

2.0

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Left-Hand

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Right-Hand

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