Maths - Affine conversions

Conversion between affine (particularly 'proper' isometries) representations:

Definition of terms:


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see also:

 

Correspondence about this page

Book Shop - Further reading.

Where I can, I have put links to Amazon for books that are relevant to the subject, click on the appropriate country flag to get more details of the book or to buy it from them.

cover If you are interested in 3D games, this looks like a good book to have on the shelf. If, like me, you want to have know the theory and how it is derived then there is a lot for you here. Including - Graphics pipeline, scenegraph, picking, collision detection, bezier curves, surfaces, key frame animation, level of detail, terrain, quadtrees & octtrees, special effects, numerical methods. Includes CDROM with code.
3D Game engine design also includes conversions between matrix, quaternions and axis-angle.
cover Mathematics for 3D game Programming - Includes introduction to Vectors, Matrices, Transforms and Trigonometry. (But no euler angles or quaternions). Also includes ray tracing and some linear & rotational physics also collision detection (but not collision response).

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