In a 3D graphics engine, calculations can be performed in a multitude of different Cartesian coordinate spaces. Moving fromone coordinate space to another requires the use of transformation matrices. We casually referred to matrices at various places in Chapter 2; and in this chapter, we acknowledge the importance of matrices in 3D graphics programming by presenting a more formal exposition of their properties. The process of transforming points and direction vectors from one coordinate space to another is described in Chapter 4.
在3D图形引擎中,计算可以在大量不同的笛卡尔坐标空间中进行。从一个坐标空间移动到另一个坐标空间需要使用变换矩阵。在第二章中我们不经意地提到了矩阵;在这一章中,我们通过更正式地阐述矩阵的性质来认识矩阵在三维图形编程中的重要性。第4章描述了点和方向向量从一个坐标空间转换到另一个坐标空间的过程。
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