Rendering, OpenGL, and Lighting - Caltech
Rendering, OpenGL, and Lighting - Caltech
Rendering, OpenGL, and Lighting - Caltech
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Transformations• Matrix multiplication for object, world, cameratransformations• Take V = (x, y, z, 1) We use the 4th dimension (1) to make translations easy– Set up a stack of matrix transformations O 1 , O 2 , …O n– Multiply together in reverse order to applytransformation• That is, V final = O 1 O 2 …O n V– Note: rotation <strong>and</strong> scaling commute; translationdoes NOT commute• TRS = TSR; TRS != RTS != RST