Matrix Theory in
ComputerGraphics & 3D
Modeling
Transforming the Digital World with Linear Algebra
Presented by Your Name, Affiliation
2.
Introduction to Matrices
Whatis a Matrix?
A rectangular array of numbers arranged in rows and columns.
Uses in Graphics
Represent transformations, model objects, and compute
mathematical operations.
3.
Fundamental Transformations
Translation
Shifts anobject’s position
in space.
Scaling
Changes the size uniformly
or non-uniformly.
Rotation
Rotates an object around a
specific axis.
Key Point
Each can be represented
by a transformation
matrix.
4.
Homogeneous
Coordinates
Concept
Represent 3D pointsas 4D
vectors for computation.
Advantages
Simplifies transformations
and enables perspective
projection.
Key Point
Enables complex transformations via matrix multiplication.
Rotation Matrices in
Detail
AxisRotation Matrix Formula
X Uses cosine and sine for
rotation in YZ plane
Y Rotates in XZ plane with
trigonometric functions
Z Rotates in XY plane via sine and
cosine
Key Point: Different matrices represent rotations around each axis.
7.
Scaling and ShearingMatrices
Uniform Scaling
Scales object equally in all directions.
Non-uniform Scaling
Scales differently along each axis.
Shearing
Distorts shape by shifting parts
without resizing.
Real-World Applications
Game Development
Characteranimation, camera
control, object manipulation.
CAD Software
Design and visualization of detailed
3D models.
Animation & Effects
Creating realistic simulations and
visual effects.
10.
Conclusion
1 Recap
Matrix theoryunderpins all
3D transformations and
modeling.
2 Importance
Essential for digital
graphics and realistic 3D
representations.
3 Further Learning
Explore resources on linear algebra and computer graphi
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