Why Homogeneous Matrix in CG?

In CG the common matrix convention is to use Homogeneous Matrix to perform various transformations, which are 4x4 matrices.

This is a really basic common sense in CG. But have you ever considered WHY?

For 3D computation, a 3x3 matrix is intuitive. But mathematically 3x3 matrices act in ‘Vector Space’ – a basic property of vectors is that they don’t have the concept of ‘positions’. It means, moving a vector around will not produce a new vector. So in this condition you can make rotation and scale transforms, but you cannot do translations.

Actually 3D geometry computation is under the “Affine Space”, in which the positions of a point matters. By introducing this concept, we are able to do translation transforms. Mathematically, an affine tranformation consists of a linear transformation and a translation.

Pretty simple huh? But it is hard to find such an explanation in most linear algebra books.

Please refer to ‘Real-Time Rendering 2nd’ A.4. It is a short chapter but very very important.

  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 0
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值