Matrix transforms are ubiquitous within the world of computer
graphics, where they have become an invaluable tool in a
programmer's toolkit for solving everything from 2D image scaling
to 3D rotation about an arbitrary axis. Virtually every software
system and hardware graphics processor uses matrices to undertake
operations such as scaling, translation, reflection and rotation.
Nevertheless, for some newcomers to the world of computer games and
animation, matrix notation can appear obscure and challenging.
Matrices and determinants were originally used to solve groups
of simultaneous linear equations, and were subsequently embraced by
the computer graphics community to describe the geometric
operations for manipulating two- and three-dimensional structures.
Consequently, to place matrix notation within an historical
context, the author provides readers with some useful background to
their development, alongside determinants.
Although it is assumed that the reader is familiar with everyday
algebra and the solution of simultaneous linear equations, "Matrix
Transforms for Computer Games and Animation" does not expect any
prior knowledge of matrix notation. It includes chapters on matrix
notation, determinants, matrices, 2D transforms, 3D transforms and
quaternions, and includes many worked examples to illustrate their
practical use.
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