The True Power of the Matrix (Transformations in Graphics) - Computerphile

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  • เผยแพร่เมื่อ 27 ส.ค. 2024

ความคิดเห็น • 453

  • @ApocDevTeam
    @ApocDevTeam 10 ปีที่แล้ว +473

    and this is just one triangle, now imagine modern video games that consist of tens of millions of triangles all textured, shaded, constantly moving and interacting with eachother at 30+ frames per second. you truly start to appreciate the power of a graphics processor.

  • @ThePremez
    @ThePremez 10 ปีที่แล้ว +1342

    Don't skip the maths please, that's not a 'cool thing' to do. Presumably we're here because we're interested in the subject, so don't try and hide what it REALLY involves. You're doing the same thing that the profs in the 'Problems with High School Physics' video (on sixty symbols) were talking about - cutting out the maths. It's not boring, maths is beautiful and attractive - it describes the truth of systems (physical and simulated), and I'm interested in the truth.
    Thank you

  • @Xray-Rep
    @Xray-Rep ปีที่แล้ว +22

    I realize this video is 9 years old (at the time of this comment) but it is the BEST explanation of matrix transformations that I have seen and heard. Prior to watching this video, I have watched at least 18 or 20 other videos that explain matrix transformations but all of them left me confused. Now I understand details that were skimmed over or simply left out of the other videos. THANK YOU COMPUTERFILE for this excellent tutorial!

  • @joaza772
    @joaza772 10 ปีที่แล้ว +424

    You should write matrix-vector multiplication in the correct way of x' = Ax and not x' = xA. Matrix multiplication is not commutative and xA cannot be evaluated. Also, do not teach people to use the 'x' for the dot product, that is for cross product. I know I'm an ass for pointing out how to write stuff but people should learn it the right way, considering this video was made for learning purposes :)

  • @nerdbot4446
    @nerdbot4446 10 ปีที่แล้ว +201

    Nice! Keanu Reeves explaines the Matrix. He knows best

  • @carlossoto9511
    @carlossoto9511 8 ปีที่แล้ว +192

    "We're doing a shear operation in 4-dimensional space, which then casts it's shadow back to 3d space as a translation"
    am I the the only one that finds that beautiful?

  • @MorreskiBear
    @MorreskiBear 8 ปีที่แล้ว +93

    I've tried to make 3D graphics from scratch on my old Commodore 64 before. The best I could do was rotate a stationary cube one point at a time, one axis at a time. Later I learned that somehow you could smush all three rotations together in something called a matrix - but couldn't begin to wrap my head around how or why that worked. Your video might have helped me begin to understand matrices and 3D stuff. Thank you!

  • @Sad-Lemon
    @Sad-Lemon 7 ปีที่แล้ว +24

    You can feel how passionate about graphics the presenter is by listening to him. I hope every single teacher in my country would share that passion for their respective disciplines ;)

  • @energysage9774
    @energysage9774 10 ปีที่แล้ว +21

    To any math nerds who freaked out when he multiplied two 1x2 matrices at 2:30, he did that for clarity for viewers who aren't clear on matrix multiplication (which seems overly complicated when you first learn it). He clearly applies the transformation which would be the 2x2 matrix given by first row [1, 0] second row [0, 2]. The way he wrote it, though, isn't so much incorrect as it is a different operation... it's element-wise multiplication, which programmers use often.

  • @AbdulrahmanMajash
    @AbdulrahmanMajash 10 ปีที่แล้ว +74

    At 12:44 I think he made a mistake in the last set of additions. Since it's matrix multiplication it should've been:
    xa+yb+1*c
    xd+ye+1*f
    x*0+y*0+1*1
    It wouldn't have mattered in the end (due to multiplying by zero), but this should've confused people who don't know matrix multiplication.
    Also, multiplying 3x1 by 3x3 isn't valid (# of columns of the first =/= # of rows of the second). He did it the other way around. It's alright using the formulas he put, but doesn't agree with the "row column" multiplication method which I assume many does it that way. I'm sure he knows what he's doing, but just wanted to clarify some points. Good video btw. Important for signal processing as well c:

  • @SimonDouville1
    @SimonDouville1 9 ปีที่แล้ว +38

    I don't know why i'm watching these videos. I understand nothing to maths. But find it interesting that something that seem so simple to do in photoshop is in fact so complicated. Kinda feel humbled by that.

    • @CastelDawn
      @CastelDawn 9 ปีที่แล้ว +8

      i find it smoothing, i don't even really care about he's saying but the way he's talking i swear it's like smoking some.

  • @ScottLahteine
    @ScottLahteine 10 ปีที่แล้ว +32

    Ah, this takes me back to the mid-2000's when I did a lot of work directly with OpenGL, and matrices were a real revelation. Happily today we hardly have to think about it, since the work has been done. We can just open up Unity 3D or some other 3D simulation environment and go to town with nary a thought for trigonometry. It's still essential to understand these concepts, since we sometimes need to do some fancy things, and it forms a good foundation to understand the world of 3D, but we no longer have to look at these complicated underpinnings very much today.

  • @isaac10231
    @isaac10231 10 ปีที่แล้ว +6

    Computerphile is probably one the best of your channels, Brady.
    You can't find such simplicity and good explanations elsewhere, that will give you a foundation to work off of. It is really nice.

  • @mkaatr
    @mkaatr 10 ปีที่แล้ว +146

    Looking forward to the video about how to map a 3D object/Surface into our 2D display screen :)

  • @goeiecool9999
    @goeiecool9999 10 ปีที่แล้ว +157

    Why did he have to fast forward the rotation formulas!? I was really interested in seeing him work it out

  • @mrjoehimself
    @mrjoehimself ปีที่แล้ว +1

    The ability to teach these topics so eloquently is a real gift, it's truly a joy to watch.

  • @yushatak
    @yushatak 10 ปีที่แล้ว +161

    WHY DID YOU FAST FORWARD HIS EXPLANATIONS OF THE PARTS THAT CONFUSE ME? O_O

    • @Kram1032
      @Kram1032 10 ปีที่แล้ว +2

      I bet it's going to be an extra video soon.

    • @bitasy1
      @bitasy1 10 ปีที่แล้ว +3

      In all honesty, they would confuse us more XD
      OOH he should put the explanations on NUMBERPHILE! :D

  • @cyberkartoshka6667
    @cyberkartoshka6667 8 ปีที่แล้ว +37

    Pay attention kids, if you want to actually make video games this is going to be your life!

  • @eduardogomes4865
    @eduardogomes4865 7 ปีที่แล้ว +2

    Wow, I was just very disapointed with the way that we had to translate an object using a matrix, because a linear transformation can't move the origin, but that explanation just made me so amazed! I never understood why everyone talked about shears, now I know their importance.
    Very clever.

  • @finthegeek
    @finthegeek 10 ปีที่แล้ว +110

    Disappointing, what is the point of going into this complex an idea and skipping out half of the detail....grrrrr
    that said having a decent understanding of it already it was a solid enough video

  • @Mrkol_
    @Mrkol_ 10 ปีที่แล้ว +146

    NOOOO! Make a separate video about all complicated math parts! DO IT!

    • @UltraMaXAtAXX
      @UltraMaXAtAXX 10 ปีที่แล้ว +14

      We do need some linear algebra in Numberphile.

    • @Crobisaur
      @Crobisaur 10 ปีที่แล้ว

      For his example of translating 2d objects (images for example) look up "Image Homography" it will explain all the stuff he left out.

    • @chiblast100x
      @chiblast100x 10 ปีที่แล้ว

      Wouldn't that be more in Numberphile's wheelhouse than Computerphile's? :D

    • @gumenski
      @gumenski 10 ปีที่แล้ว +7

      It's computerphile... doesn't seem fitting to me to go too deep into mathematics and should stick to explaining the general logic trains and technologies. Matrix operations are really a general maths topic and apply to all branches of science, and really would fit better on numberphile.

  • @_m.a-x
    @_m.a-x 7 ปีที่แล้ว +2

    @13:15 Sir, that was a beautiful explanation. I had no idea that the third row/column for 2D (and 4thr for 3D respectively) were acutally doing something in the extra dimension. I thought that the "hack" was just to add placeholders for the translation parameters.
    But now that you explained the "sheer" in 3D makes so much sense!!! Thank you for that! Subscribed!!!

  • @chronikuad
    @chronikuad 10 ปีที่แล้ว +1

    This guy's been my favorite computerphile. He's been the easiest for me to understand and the most interesting. I've learned matrices but didn't know they had such applications.

  • @Kram1032
    @Kram1032 10 ปีที่แล้ว +5

    If you are interested in this topic, you probably should also look into "Geometric Algebra" which is a slightly alternate but very powerful formulation of vector spaces.

  • @superearthbender
    @superearthbender 9 ปีที่แล้ว +56

    I think he's in The Matrix right now.

  • @LiborVojtek
    @LiborVojtek 9 ปีที่แล้ว +32

    Shouldn't last row be x*0 + y*0 + 1*1? 12:33

  • @raydredX
    @raydredX 10 ปีที่แล้ว +7

    I think the last part turned really interesting but I think this is a bit like: The ones who know already will get it and the one who don't won't. Still loved the ending though, a really great solution to simplify it.

    • @eideticex
      @eideticex 10 ปีที่แล้ว

      Well the ones who do get it were brought to that understanding by using it for practical purposes. Easiest example would be game development, vectors and matrices are first class citizens and get more attention than anything else in game development due to how insanely useful they are.

  • @herp_derpingson
    @herp_derpingson 10 ปีที่แล้ว +11

    This guy is so excited. All guys on this channel are so excited :O

  • @ykmukund
    @ykmukund 9 ปีที่แล้ว +3

    This is by far the only video I have seen that explains that the 3D translation is actually a shear in 4D and that 4D shear is a linear operation. Excellent video. A lot of people I asked regarding the usage of 4 coordinates, just said "use it, it works" :P
    But this was a very good explanation indeed. To anyone interested, the "trickery" is actually a new kind of co-ordinate system called homogeneous cordinates :-)

  • @FerroNeoBoron
    @FerroNeoBoron 10 ปีที่แล้ว +14

    There should be a disclaimer about the convention he uses for vector/matrix and vector/vector multiplication. His vector/matrix multiply is reversed from what a lot of people have learned and the "x" he used for vector/vector multiply is the wrong operator (though there isn't an agreed upon one) for elementwise multiplication.

  • @vicktorioalhakim3666
    @vicktorioalhakim3666 8 ปีที่แล้ว +56

    I like how this video is making such trivial math operations seem like mystical "powers". :D
    Also, you have some problems in your math notation. You can't "multiply" two column vectors, unless you specify that you use a Schur product (element wise product). Also, in your vector matrix multiplication, why is the vector on the left side of the matrix, as opposed to the right? This is the first time ever I saw this notation, and I've red plenty of books/papers.

  • @bbbbburton
    @bbbbburton 10 ปีที่แล้ว +17

    glad i took matrices quite seriously in school. should make things a bit easier at varsity next year :)

    • @DaFish1337
      @DaFish1337 10 ปีที่แล้ว +3

      Varsity? Isn't that a schools's sports team?

    • @Thomvd
      @Thomvd 10 ปีที่แล้ว +1

      ***** VGHS I recon :)

    • @DaFish1337
      @DaFish1337 10 ปีที่แล้ว

      While I heard that word in VGHS for the first time, further research showed that it is in fact a school's sports team even in real life.
      But since this is a totally normal word in American English, why did you think about VGHS (a little creepy ;))?
      (Neither am I American nor is English my first language, which is why I had to look it up.)

  • @brickman409
    @brickman409 10 ปีที่แล้ว +11

    This all went over my head

  • @AngriestEwok
    @AngriestEwok 10 ปีที่แล้ว +3

    Well, this is the best description of 3d graphics I've seen and that includes an over-priced university education.

  • @MacBuilder
    @MacBuilder 10 ปีที่แล้ว +8

    3D boolean intersect operations, Raytracing, Global Illumination, Reflection would all be interesting topics.

  • @Temerator1
    @Temerator1 7 ปีที่แล้ว

    If I had teachers like him I wouldn't skip a class. Explanations are crystal clear and simple, pleasure to listen.

  • @TomatoBreadOrgasm
    @TomatoBreadOrgasm 10 ปีที่แล้ว +12

    One day, I sat down and decided to learn how to do math with matrices, just for the hell of it. I'm glad I did, 'cause this would be completely mystifying to me otherwise.

  • @Bignic2008
    @Bignic2008 10 ปีที่แล้ว +1

    Really fascinating stuff. I just learned about linear transformations and their matrices in linear algebra this semester, and seeing how it applies to computer graphics is quite incredible.

  • @GermanSnipe14
    @GermanSnipe14 10 ปีที่แล้ว +17

    This guy reminds me of a James Bond villain. I like it.

  • @AlphasysNl
    @AlphasysNl 10 ปีที่แล้ว +4

    I've seen this matrix translation in programs before, but never understood it, until now! Thanks a bundle!

  • @aglees2b
    @aglees2b 10 ปีที่แล้ว +3

    I like where this channel is going with the more in depth videos. Keep it up!

  • @patrickmoloney672
    @patrickmoloney672 8 ปีที่แล้ว +8

    The mathematics is a little dirty but I like the concept of whats being explained. Interesting to see how the things we learn in mathematics are all applicable to the world we live in.

  • @saadmaksood
    @saadmaksood 4 ปีที่แล้ว +5

    Me and my girlfriend sitting in front of her parents and everything is awkward.
    Her : Say something !
    Me : 0:01

  • @OpenGL4ever
    @OpenGL4ever 5 หลายเดือนก่อน +1

    He forgot to mention the most important thing you should know about rotation.
    If you apply a rotation to a 3D body and you want it to rotate around its own center, then from a mathematical point of view you first have to translate the 3D body into the center of the coordinate system before you can apply the rotation commands to it. After that, the rotated 3D object is then translated back to its original position.
    If you don't do this, then you will only rotate the 3D object around the center of the coordinate system, but not around itself.

  • @HiAdrian
    @HiAdrian 10 ปีที่แล้ว +2

    I'm really glad you're doing this. I had to read up on this stuff when I wanted to write some simple code for geometric manipulation and it was difficult for me to grasp it. It's an interesting topic.

  • @PrimusProductions
    @PrimusProductions 9 ปีที่แล้ว +12

    The first one should be a 2 by 2 matrix pre multiplying the vector (without the cross symbol since that implies vector product).

    • @orth6340
      @orth6340 9 ปีที่แล้ว +1

      +Primus Productions correct

    • @richardellard
      @richardellard 8 ปีที่แล้ว +10

      +Primus Productions Yeah, he's post-multiplying column vectors by matrices all over the place (which isn't even defined). He should either be using row vectors or premultiplying, unless graphics programmers decided to redefine matrix multiplication for some reason.

  • @obiwanjacobi
    @obiwanjacobi 10 ปีที่แล้ว +1

    So that is how it works. I knew where to put the numbers for the desired transformations but never knew why. Now I do. Thanx!

  • @Harlequin314159
    @Harlequin314159 10 ปีที่แล้ว +12

    Fantastic explanation. Not dull at all. Cheers!

  • @investornewbie
    @investornewbie 10 ปีที่แล้ว +1

    This was an excellent lesson! These transformations were super helpful for doing engineering problems in 3 dimensions but I can never seem to remember them

  • @Slithy
    @Slithy 10 ปีที่แล้ว

    That's magnificent. In 15 minutes i understood more stuff about matrix(c?)es than my maths teacher could ever explain to me. Honestly, i've tried to understand what a matrix is. and i've asked my teacher "What would we use them for?". She couldn't answer, because she didn't know herself.
    Too bad we can't have guys like John teaching at every school.

  • @ashishdubey14Jan94
    @ashishdubey14Jan94 9 ปีที่แล้ว +12

    nice video, but I think you wrote the matrices in wrong order during multiplication, please see for that as the order really matters !

    • @ykmukund
      @ykmukund 9 ปีที่แล้ว +2

      ashish dubey Yes! :-)

  •  10 ปีที่แล้ว +12

    Awesome video. Please do more Computational Geometry videos.

  • @dinul117
    @dinul117 10 ปีที่แล้ว

    wish the rotational formula wasn't skipped over, i was enjoying the way john was explaining everything!!

  • @nodelynk
    @nodelynk 10 ปีที่แล้ว +3

    That's some special edition matrix/vector notation right there... Anyhow, nice video! :)

  • @dakirn3098
    @dakirn3098 10 ปีที่แล้ว +1

    This was awesome. Probably one of the coolest explanations of vector matricies I've seen. Thank you both for making it.

  • @utubewaala
    @utubewaala 10 ปีที่แล้ว

    What a Calm, Peaceful voice this guy has !

  • @surysunny17
    @surysunny17 9 ปีที่แล้ว +1

    I finally understand why that 1 shows up in transformations . Thanks!

  • @alexfortune9716
    @alexfortune9716 10 ปีที่แล้ว

    Basics of Computer Graphics. And yet even though I knew all of this before, It was a pleasure.

  • @HungryTacoBoy
    @HungryTacoBoy 10 ปีที่แล้ว +1

    To be honest, if you don't know much about linear algebra before this video, it would be rather difficult to follow along. I've used it for many years now and even I was a bit confused in places. I think a better explanation of what vectors are would be nice. For matrices, a better explanation of how they work and what the rules are for multiplying them would help. Other than that, I enjoyed the video. It's nice that you showed what scaling, translation, and rotation looked like with an example.

  • @P4INKiller
    @P4INKiller 10 ปีที่แล้ว +3

    Hey, it'd be great if you guys could do a video on what quaternions are, and how they relate to transformations in graphics. Thumbs up!

  • @jelsaipo
    @jelsaipo 10 ปีที่แล้ว

    When this guy explains, it makes me feel like I'm watching Doctor Who explain quantum mechanics.
    He dumbs it down as to where anyone can understand it, yet has a way to leave in complex thought patterns intact, well done sir!

  • @DevAnomaly
    @DevAnomaly 10 ปีที่แล้ว

    Going for computer sciences in September, it's refreshing to see this.
    I'm mostly looking forward to writing my own engine for making video games or rendering 3D scenes that I have built in the past.

  • @evroa
    @evroa 8 ปีที่แล้ว +9

    6:28 He forgot what is sin(90) that moment, they had to pause the record, then they remember and start recording before they finish laughing, lol :D

  • @iismitch55
    @iismitch55 10 ปีที่แล้ว +2

    correct me if I am wrong, but I do believe that there is an error with the formula at about 12:35. If he's doing down the columns like matrices are supposed to be done, the final line should be x*0 + y*0 + 1*1 instead of 1*0+1*0+1*1. No big deal in the grand scheme of things, but just a clarification for those who are watching.

  • @dashama
    @dashama 9 ปีที่แล้ว +2

    Loved your video!
    Blessings and Love,
    Dashama

  • @unaliveeveryonenow
    @unaliveeveryonenow 10 ปีที่แล้ว

    This video really makes it simple. I can't get over the language wikipedia uses to describe this topic.

  • @sergeys7603
    @sergeys7603 ปีที่แล้ว +1

    Good tutorial. Very useful to understand matrix transformation.

  • @lobaxx
    @lobaxx 10 ปีที่แล้ว +7

    Having read Linear Algebra, it was interesting to see it applied. However, I doubt someone without any prior understanding of LA would get much out of this video...

  • @TechLaboratories
    @TechLaboratories 10 ปีที่แล้ว

    In this video, all rotations were done around the point of origin. To handle a rotation around a different point, you can use the same math, but you have to add two extra steps:
    First, translate the vector value of all vertices to be in reference frame of the point around which you're doing your rotation (the point of rotation becomes (0,0,0)
    Second, do the rotation around this point for all vertices
    Third, reverse the original translation.

  • @EmyllSomar
    @EmyllSomar 10 ปีที่แล้ว +20

    This guy is like a real life Gaius Baltar.

    • @Bedsize
      @Bedsize 10 ปีที่แล้ว +1

      Exactly :)

  • @Dex4k
    @Dex4k 10 ปีที่แล้ว

    I think people lack the patience to simply pay attention, all maths used in this video is high school material. Excellent video!

  • @bengski68
    @bengski68 10 ปีที่แล้ว

    One of the best explanations of matrix multiplication I've seen. Well done!

  • @Ubeogesh
    @Ubeogesh 10 ปีที่แล้ว +8

    Thank you! Please more 3d graphics videos!

  • @Falcrist
    @Falcrist 10 ปีที่แล้ว

    I needed to come back to this video when I had time to really pay attention to it.
    I suggest that this is a VERY, VERY good thing. Most of these videos shouldn't be so complex, but some of them should go deeper. Very good video.

  • @Dayanto
    @Dayanto 10 ปีที่แล้ว

    I love that you're covering more advanced stuff. This is litterally what I'm learning right now in college! :)

  • @DFX2KX
    @DFX2KX 10 ปีที่แล้ว +1

    I haven't seen some of those formulas in years... wow... nostalgia time!

  • @humedickie939
    @humedickie939 9 ปีที่แล้ว +4

    This guy could be a time lord

  • @bitmaxim
    @bitmaxim 10 ปีที่แล้ว

    Excellent treatment of an important, fundamental subject.

  • @KurakiN64
    @KurakiN64 10 ปีที่แล้ว

    This is one of the most interesting videos on Computerphile yet. ♥

  • @ThinkPositive00
    @ThinkPositive00 9 ปีที่แล้ว +1

    Great video. That's a strange way to write the multiplication operator. It looks like "to the power of x" to me! Thank you for the nice explanation.

  • @BrianTsuiKT
    @BrianTsuiKT 10 ปีที่แล้ว +2

    surprisingly, the math concepts used in computerphile is ever harder than numberphile

  • @augustsbautra
    @augustsbautra 10 ปีที่แล้ว +2

    So stuff doesn't move, it's just an illusion. Us 3D folks observe objects being sheared in 4D.

  • @PatrickImboden
    @PatrickImboden 10 ปีที่แล้ว

    Please .. make a video with the complete explanation. .. I'm willing to chew into it. ..
    Love this channel

  • @LordMegatherium
    @LordMegatherium 10 ปีที่แล้ว

    Reminds me of the Schrödinger equation. "Using complex numbers seems quite hackish to... oh... well I'll be."
    If you want to call using a 4th dimension a hack it's probably the most elegant hack I've ever seen.

  • @NeilRoy
    @NeilRoy 9 ปีที่แล้ว

    This took me a while to wrap my head around a while back. But I really love just how powerful matrix math is. Great video, and I loved your commend at the end. :)

  • @fuzzyBSc
    @fuzzyBSc 10 ปีที่แล้ว +1

    I like seeing the old line feed paper being put to good use.

  • @Rudxain
    @Rudxain 2 ปีที่แล้ว +1

    While watching this video, I remembered Andy Sloane's `donut.c` code which makes some use of matrix multiplication and dot products to render a rotating donut as ASCII-art

  • @rasaratnamsubramaiam4010
    @rasaratnamsubramaiam4010 10 ปีที่แล้ว +13

    I don't know why i'm watching this...

  • @lanetang1164
    @lanetang1164 9 ปีที่แล้ว +11

    Is there anybody could tell me what kind of sketch paper he used in video? Thanks....

    • @Computerphile
      @Computerphile  9 ปีที่แล้ว +15

      唐磊 it's similar to this: www.paperstone.co.uk/paper/listing-paper-computer/computer-listing-paper-1-part-11-inch-x-241mm-microperforated-plain-white-box-2000-sheets/p-25771 >Sean

  • @Shimmen
    @Shimmen 10 ปีที่แล้ว +6

    Can we get an uncut version of this?

  • @chromatosechannel
    @chromatosechannel 9 ปีที่แล้ว

    this takes me back.

  • @damnerd
    @damnerd 10 ปีที่แล้ว

    Great video, loved the content but the notation may get very confusing for people unfamiliar with algebra, as it is not the standard. There are two usual ways of multiplying vectors, he uses a third one. Also, when we multiply a column vector by a square matrix to get another column vector, we usually write down the matrix first.

  • @rogerfroud300
    @rogerfroud300 8 ปีที่แล้ว +1

    Presumably the benefit of filling in the matrix with the calculated values of Cos(a) and Sin(a) is that in a displayed scene all of the triangles will use the same transformaton and therefore you only need to calculate them once?

  • @ThomasGiles
    @ThomasGiles 9 ปีที่แล้ว +1

    Interesting stuff. I've known about matrices for a while, but it makes much more sense, now. Good job!
    Also, is there any chance that cut out bit will be posted at some point? I'm not 100% sure what it was he was doing in that bit, but I'd be interested to find out ;P

  • @oafkad
    @oafkad 10 ปีที่แล้ว +15

    This was painfully nerdy. I loved it.

    • @oafkad
      @oafkad 10 ปีที่แล้ว +2

      Shhh. Is secret.

  • @kurtflint64
    @kurtflint64 10 ปีที่แล้ว +1

    LimitedWard and anyone who didn't get the extra dimension / shadow thing, spend an afternoon reading a book named Flatland. You will instantly understand.
    Damn this reminded me of the endless hours I spent in Swivel 3d and with Macromind 3d rendering scenes back when I was a programmer doing pre-rendered 3d CDROM games. Fresh coffee at 4am, and stacks of PPC boxes and later SGI's rendering through the endless nights.
    Seems like a lifetime ago.

    • @LimitedWard
      @LimitedWard 10 ปีที่แล้ว

      Sounds interesting. I'll check it out. Thanks!

  • @MrShysterme
    @MrShysterme 10 ปีที่แล้ว +1

    Few minutes in...I really hope this guy explains that matrix and linear algebra have been subjects for a long time and how to rotate things, etc was developed by mathematicians quite a while ago.

    • @HassanSelim0
      @HassanSelim0 10 ปีที่แล้ว +2

      I hope he explains Quaternions next, because these damn things are so confusing :D

  • @burntt999
    @burntt999 7 หลายเดือนก่อน

    I can watch this dude all day

  • @blenderpanzi
    @blenderpanzi 10 ปีที่แล้ว +1

    One thing needs to be mentioned: Matrix multiplication is not commutative. So the order in which you multiply the transformation matrices matters.

    • @ScottLahteine
      @ScottLahteine 10 ปีที่แล้ว

      That's one that always gets a lot of us confused! Also, it's important to keep your local- and world-space straight. This is one of those things it's best to work out first thing in your game or sim, or use an API with vector objects and groups all ready to go.

  • @MadManMarkAu
    @MadManMarkAu 10 ปีที่แล้ว

    Please include the bit you cut out about matrix multiplication in a separate video, because the rules are pretty interesting. He should have included the translation column in the matrix, as that makes the rules more complicated. :)