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  • Textbook
  • © 2012

Matrix Transforms for Computer Games and Animation

Authors:

  • Assumes no prior knowledge of matrix notation
  • Chapters contain practical worked examples
  • Easy to read descriptions on how to apply matrix notation within the world of computer games and animation
  • Includes supplementary material: sn.pub/extras
  • Includes supplementary material: sn.pub/extras

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Table of contents (8 chapters)

  1. Front Matter

    Pages I-XI
  2. Introduction

    • John Vince
    Pages 1-2
  3. Introduction to Matrix Notation

    • John Vince
    Pages 3-17
  4. Determinants

    • John Vince
    Pages 19-30
  5. Matrices

    • John Vince
    Pages 31-54
  6. 2D Matrix Transforms

    • John Vince
    Pages 55-82
  7. 3D Transforms

    • John Vince
    Pages 83-115
  8. Quaternions

    • John Vince
    Pages 117-145
  9. Conclusion

    • John Vince
    Pages 147-147
  10. Back Matter

    Pages 149-166

About this book

Matrix transforms are ubiquitous within the world of computer graphics, where they have become an invaluable tool in a programmer’s toolkit for solving everything from 2D image scaling to 3D rotation about an arbitrary axis. Virtually every software system and hardware graphics processor uses matrices to undertake operations such as scaling, translation, reflection and rotation. Nevertheless, for some newcomers to the world of computer games and animation, matrix notation can appear obscure and challenging.

Matrices and determinants were originally used to solve groups of simultaneous linear equations, and were subsequently embraced by the computer graphics community to describe the geometric operations for manipulating two- and three-dimensional structures. Consequently, to place matrix notation within an historical context, the author provides readers with some useful background to their development, alongside determinants.

Although it is assumed that the reader is familiar with everyday algebra and the solution of simultaneous linear equations, Matrix Transforms for Computer Games and Animation does not expect any prior knowledge of matrix notation. It includes chapters on matrix notation, determinants, matrices, 2D transforms, 3D transforms and quaternions, and includes many worked examples to illustrate their practical use.

Authors and Affiliations

  • Ashtead, Surrey, United Kingdom

    John Vince

Bibliographic Information

Buy it now

Buying options

eBook USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Other ways to access