ABSTRACT

Imagine playing a video game. As you press a button, figures and objects on the screen start moving around; they shift their position, they rotate, they zoom in or out. As you see this kind of motion, the video software must carry out quite a few computations. Such computations have been applied to the familiar face in Figure 6.1. These computations are implementations of affine maps, the subject of this chapter. Moving things around: affine maps in 20 applied to a familiar video game character. https://s3-euw1-ap-pe-df-pch-content-public-p.s3.eu-west-1.amazonaws.com/9781315275550/d5c06179-3b1b-40ef-b4b2-1cf703cc32a4/content/fig6_1_OB.tif"/>