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 game software must carry out quite a few transformations. In the chapter introduction figure, they have been applied to a familiar face in gaming. These computations are implementations of affine maps, the subject of this chapter. In addition to translations, we discussed other frequently applied affine maps such as rotation about point, reflecting a point about a line, and composing affine maps for interesting effects. We demonstrate how to define a 2D affine map in terms of mapping three points to three other points. Sketches and figures illustrate the concepts.