Week 4 Day 2 - Transformation Matrices

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Published on ● Video Link: https://www.youtube.com/watch?v=z_6KKLYKLss



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Every transformation you do to an object in a 3D world goes through a 4x4 matrix called a transformation matrix. The basic operations you should be familiar with by now: translations, rotations, and scaling. They all get combined together into a single transformation matrix. Then when it wants to display a rocketship or whatever on the screen, all the points in the rocketship get pushed through the matrix and it ends up in some point in the world space. Then if those points are visible, they get rasterized to the screen buffer and appear on your screen.


Today we went through the different parts of the transformation matrix and learned how to read it so that we could understand what is happening there.



Apparently, playing the orff.wav file from Team Fortress 1 was enough to get copyright striked, so I deleted that chunk out. Sigh.







Tags:
is50a
matrix
vector
rotation
translation
scaling