文档介绍:Vector Math Tutorial for puter Graphics
Vector Math for puter Graphics
An Interactive Tutorial
Second Revision, July 2000
This is a tutorial on vector algebra and matrix algebra from the viewpoint puter
graphics. It covers most vector and matrix topics needed for college-puter graphics
text books. Most graphics texts cover these subjects in an appendix, but it is often too short.
This tutorial covers the same material at greater length, and with many examples.
· Chapter 1 --- Vectors, Points, and Displacement
· Chapter 2 --- Vector Addition
· Chapter 3 --- Displacement Vectors
· Chapter 4 --- Length of Vectors
· Chapter 5 --- Direction of Vectors
· Chapter 6 --- Scaling and Unit Vectors
· Chapter 7 --- The Dot Product
· Chapter 8 --- Length and the Dot Product
· Chapter 9 --- The Angle between two Vectors.
· Chapter 10 --- The Angle between 3D Vectors.
· Chapter 11 --- Projecting one Vector onto Another.
· Chapter 12 --- Vector Cross Product.
· Chapter 13 --- Matrices and Simple Matrix Operations.
· Chapter 14 --- Matrix-Column Matrix Multiplicaton.
· Chapter 15 --- Matrix-Matrix Multiplication
· Chapter 16 --- Identity Matrix and Matrix Inverse
· Index
Although primarily aimed puter science students, this tutorial is useful to all
programmers interested in puter graphics or puter game programming. In spite
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Vector Math Tutorial for puter Graphics
of their appealing blood-and-gore covers, mass trade books on game programming require the
same understanding of vectors and matrices as more staid text books (and usually defer these
topics to the same skimpy mathematical appendix).
This tutorial is useful for more puter graphics. Vectors and matrices are used in all
scientific and engineering fields, and any other field that puters (are there any that
don't?) In many fields, the vocabulary used for vectors and matrices does not match