Applications of Vectors and Matrices in Computer Graphics
From lighting a face to moving the camera, see why vectors and matrices sit under every frame you've ever played.
What this unit covers
Unit 4: Mathematical Foundations of Computer Graphics
- 1 Number Systems and the Commutative, Associative and Distributive LawsJollof then chicken is the same plate as chicken then jollof, but socks then shoes is not, and matrices behave like socks. · 7 min
- 2 Matrices: Types and OperationsA grid of numbers can stretch, turn and slide any shape — meet the matrix and its many family members. · 5 min
- 3 Determinant, Cofactors, Adjoint and Inverse of a MatrixOne number tells you how much a transformation stretches space — and whether you can ever undo it. · 7 min
- 4 Vectors: Dot Product, Cross Product and the Angle Between VectorsArrows that carry both size and direction quietly tell a game where to point the camera and how to light a face. · 5 min
- 5 Applications of Vectors and Matrices in Computer GraphicsFrom lighting a face to moving the camera, see why vectors and matrices sit under every frame you've ever played. · 3 min