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Questions tagged [vectors]

-1 votes
1 answer
65 views

Suppose I have vectors in a 3D space (their starting points, dx, dy, and dz), and I would like to project them onto a camera, which I already have as a 3x4 projection matrix. I can of course project ...
erik's user avatar
  • 1
3 votes
1 answer
161 views

As I understand it: In graphics, 3D vectors are usually represented as homogeneous coordinates by storing an additional $w$ component known as the weight. The vector is divided by $w$ to obtain the ...
Scene's user avatar
  • 157
0 votes
1 answer
152 views

The above problem is from a past Computer Graphics exam. I am particularly confused about the explanation given, firstly for the top and bottom planes (since the direction of normal for top plane ...
LC796's user avatar
  • 3
0 votes
1 answer
344 views

I have written a code to extend "n" points, constituting "n-1" lines ,to constitute more lines so you can map "m" data to "m" lines with m > n-1. This is the ...
Aminos's user avatar
  • 103
1 vote
1 answer
118 views

I am looking through this code and seeing two things which confuse me (well, the whole functions does) in the top functions. First, dir * p where ...
Jeff Streepe's user avatar
0 votes
0 answers
119 views

I've been playing around with an idea, but I'm struggling with some of the math involved. Now, each face of a mesh has a normal vector, and that the normal map fragment shader modifies that face ...
Digital_Utopia's user avatar
0 votes
1 answer
114 views

Sorry if this is OT, but I'm wondering if there's a specific graphics technique in which it is required to extend a preexisting orthogonal set of vectors (not necessarily to a full basis, but perhaps ...
user13215's user avatar
2 votes
0 answers
154 views

Various operations on 2D vectors naturally generalise to 3D vectors simply by including the $z$-coordinate. The ones that come to mind are: Vector sum and difference Dot product Magnitude (Euclidean ...
Tim Pederick's user avatar

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