Summary
In this chapter, we have covered one of the most mathematical concepts in Computer Graphics: transformations. Transformations are based on vector and matrix math. The basic transformations are of three types: translation, scale, and rotation. These can be composed together to create complex motions. Although the actual matrix math for transformations can be fairly tedious, OpenGL provides a number of functions to easily manipulate and apply transformations to objects. In the next section, we shall extend the concepts of 2D transformations learned here to the more general 3D case. This is when we will really be able to appreciate the true power of transformations.
This is a preview of subscription content, log in via an institution.
Buying options
Tax calculation will be finalised at checkout
Purchases are for personal use only
Learn about institutional subscriptionsPreview
Unable to display preview. Download preview PDF.
Rights and permissions
Copyright information
© 2004 Springer Science+Business Media, Inc.
About this chapter
Cite this chapter
(2004). Making Them Move. In: Principles of Computer Graphics. Springer, Boston, MA. https://doi.org/10.1007/0-387-25479-X_2
Download citation
DOI: https://doi.org/10.1007/0-387-25479-X_2
Publisher Name: Springer, Boston, MA
Print ISBN: 978-0-387-95504-9
Online ISBN: 978-0-387-25479-1
eBook Packages: Computer ScienceComputer Science (R0)