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3D Math Primer for Graphics and Game Development, 2nd Edition
book

3D Math Primer for Graphics and Game Development, 2nd Edition

by Fletcher Dunn, Ian Parberry
November 2011
Beginner
846 pages
21h 33m
English
A K Peters/CRC Press
Content preview from 3D Math Primer for Graphics and Game Development, 2nd Edition

8

Rotation in Three Dimensions

If you do not change direction,you may end up where you are heading.

— Lao Tzu (600–531 BCE)

This chapter tackles the difficult problem of describing the orientation of an object in 3D. It also discusses the closely related concepts of rotation and angular displacement. There are several different ways we can express orientation and angular displacement in 3D. Here we discuss the three most important methods—matrices, Euler angles, and quaternions—as well as two lesser known forms—axis-angle and exponential map. For each method, we define precisely how the representation method works, and discuss the peculiarities, advantages, and disadvantages of the method.

Different techniques are needed in different circumstances, ...

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3D Math Primer for Graphics and Game Development

3D Math Primer for Graphics and Game Development

Fletcher Dunn, Ian Parberry

Publisher Resources

ISBN: 9781439869819