Skip to Content
GPGPU Programming for Games and Science
book

GPGPU Programming for Games and Science

by David H. Eberly
August 2014
Intermediate to advanced
469 pages
16h 30m
English
A K Peters/CRC Press
Content preview from GPGPU Programming for Games and Science
Linear and Affine Algebra 337
(-sin μ, cos μ, 0)
(0,0,0)
(cos μ, sin μ, 0)
(-sin μ, 0, cos μ)
(0,0,0)
(cos μ, 0, sin μ)
X
2
X
1
X
0
FIGURE 6.10: Conversion from (x
0
,x
1
,x
2
) in a right-handed coordinate
system to (x
0
,x
1
,x
2
)inaleft-handedcoordinatesystem.
It so happens that C
1
= C
T
= C. For orthonormal coordinate axes, generally
C
1
= C
T
.
Equations (6.148) and (6.149) are easy enough to set up based on a visual
inspection of the coordinate axes. Now suppose that we have a rotation in the
first coordinate system, and that rotation is represented by a rotation matrix
R. We want to determine the rotation matrix R
in the second coordinate
system that produces the same ...
Become an O’Reilly member and get unlimited access to this title plus top books and audiobooks from O’Reilly and nearly 200 top publishers, thousands of courses curated by job role, 150+ live events each month,
and much more.
Start your free trial

You might also like

Graphics Gems V (IBM Version)

Graphics Gems V (IBM Version)

Alan W. Paeth
GPU Pro 6

GPU Pro 6

Wolfgang Engel

Publisher Resources

ISBN: 9781466595354