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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 ...
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Publisher Resources

ISBN: 9781466595354