Linear Algebra › Section B · Matrix algebra › Topic B.7
Matrices in computer graphics
Every time a game character turns, a map zooms or a 3D model spins on screen, a computer is multiplying matrices. One clever trick, adding an extra coordinate, lets a single matrix product move, turn, stretch and even put perspective on a picture.
In this topic
- Pictures as matrices
- The basic linear moves
- Worked example: slanting a rectangle
- The trouble with translation
- Homogeneous coordinates
- Composite transformations
- Worked example: rotating about a point
- Three dimensions
- Perspective projection
- Common mistakes to avoid
- Key takeaways
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