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3D Game Engine Design, 2nd Edition
book

3D Game Engine Design, 2nd Edition

by David Eberly
November 2006
Intermediate to advanced content levelIntermediate to advanced
1040 pages
26h 31m
English
CRC Press
Content preview from 3D Game Engine Design, 2nd Edition
Chapter
17
Rotations
R
otation of vectors is a common operation in computer graphics. Most pro-
grammers are comfortable with rotation matrices. A few are uncomfortable
with the quaternions, an alternate representation for rotation matrices, because of
their inherent mathematical nature. This chapter summarizes both topics, but in the
end the emphasis is on the comparison of rotation matrices and quaternions regard-
ing memory usage and computational speed.
17.1
Rotation Matrices
A 2D rotation of the vector (x, y) to the vector (x
, y
) by an angle θ is represented
by the matrix
x
y
=
cos θ sin θ
sin θ cos θ

x
y
= R
2
x
y
(17.1)
where the last equality
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Publisher Resources

ISBN: 9781482267303