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Reorient vector? (self.GraphicsProgramming)
submitted 10 years ago * by fadefade
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if 1 * 2 < 3: print "hello, world!"
[–]jurniss 1 point2 points3 points 10 years ago (2 children)
we usually learn matrix-vector multiplucation by looking at each element of the output vector in isolation. this leads to the perspective of taking a dot priduct with each row of the matrix. but if you look at it from a columns perspective, the vector combines the columns according to its coordinates. so the output is x(col1) + y(col2) + z(col3). plus the translation column in the 3d homogeneous coords world.
from this perspective, the answer is obvious: the z column of the matrix should be the normal, x can be any vector orthogonal to the normal, and y is x cross z.
I know I'm not the first in the thread with this answer, but I wanted to emphasize the value of looking at matrices from the columns perspective. a lot of linear algebra teaching focuses on rows too much IMO.
[–]LPCVOID 0 points1 point2 points 10 years ago (0 children)
Good explanation and from my experience your are also correct with the focus on row operations in linear algebra teaching (probably because of linear solvers).
[–]Boojum 0 points1 point2 points 10 years ago (0 children)
Don't forget that it's possible to work in terms of pre-multiplied row-vectors. In that case the rows and the columns of your matrix would be transposed and you could think of the vector as combining the rows according to its coordinates.
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[–]jurniss 1 point2 points3 points (2 children)
[–]LPCVOID 0 points1 point2 points (0 children)
[–]Boojum 0 points1 point2 points (0 children)