ABSTRACT

When creating animated and interactive graphics applications, one frequently transforms sets of points defining the shape of geometric objects. Transformations include translating an object to a new position, rotating an object to a new orientation, or scaling an object to a new size. Additionally,one must project the viewable region of the scene into the space that is rendered by OpenGL. This chapter introduces vectors and matrices,mathematical objects that are essential to rendering three-dimensional scenes. Theoretical background is provided alongside practical implementation of the concepts in code. The chapter culminates with incorporating matrix objects into the rendering of an interactive 3D scene.