Abstract
The last three chapters have introduced the concept of a virtual 3D world and have shown how to generate images of this world — however, it has been assumed that the positions of the objects in the image are already known. The problem now is to calculate the image coordinates from the original locations of the objects within the virtual world — this chapter begins to construct a solution by providing a sound mathematical model of the virtual world. The essential topics include:
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vector description of the virtual world
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coordinate systems and matrix transformations
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the VECTOR class
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scalar product, vector product and triple product
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© 1998 Springer-Verlag London Limited
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Welmsley, M. (1998). Mathematics of 3D Geometry. In: Graphics Programming in C++. Springer, London. https://doi.org/10.1007/978-1-4471-0905-1_11
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DOI: https://doi.org/10.1007/978-1-4471-0905-1_11
Publisher Name: Springer, London
Print ISBN: 978-1-4471-1231-0
Online ISBN: 978-1-4471-0905-1
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