Change of Coordinates and Applications to View Matrices
Derivation of the lookAt view matrix in OpenGL, from linear algebra fundamentals to geometric interpretation of rotational and translational components.
Derivation of the lookAt view matrix in OpenGL, from linear algebra fundamentals to geometric interpretation of rotational and translational components.
Let $B = \{\vec, \vec{b2}, \ldots, \vec{b_n}\}$ be a basis for the vector space $V = \mathbb{R}^n$.
Culling describes the process of excluding various geometrical shapes from rendering based on their spatial relation to the camera's .
Rotations as a Special Case of Vector Transformations, with Applications to Game World Modeling
The Geometry of the Dot Product and Applications to Visibility Modeling
A frustum is a geometric shape representing a truncated pyramid with a rectangular base.