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Exploring the Third Dimension

  • Harrison Kinsley
  • Will McGugan

Abstract

You’ve seen how to take a point in three-dimensional space and project it onto the screen so that it can be rendered. Projection is only part of the process of rendering a 3D scene; you also need to manipulate the points in the game to update the scene from frame to frame. This chapter introduces the matrix, which is a kind of mathematical shortcut used to manipulate the position and orientation of objects in a game.

Keywords

Graphic Card Vector3 Object Scale Matrix Translation Matrix Camera Matrix 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

Supplementary material

978-1-4842-0970-7_9_MOESM1_ESM.zip (50 kb)
9781484209714_Chapter_09 (zip 50 kb)

Copyright information

© Harrison Kinsley and Will McGugan 2015

Authors and Affiliations

  • Harrison Kinsley
    • 1
  • Will McGugan
    • 1
  1. 1.TexasUSA

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