I just wanted to ask what does multiplying matrices have to do with computer 3D graphics. I had someone come up to me who said that they are important, but I still don't know why. This is pretty much my question, but I really want it answered. Thanks for any answers given.

# Multiplying Matrices and 3D graphics

Page 1 of 1## 6 Replies - 816 Views - Last Post: 06 July 2012 - 08:55 AM

##
**Replies To:** Multiplying Matrices and 3D graphics

### #2

## Re: Multiplying Matrices and 3D graphics

Posted 06 July 2012 - 08:33 AM

Oh come on.. that's about a two second search in bing. "3d graphics matrices"

### #3

## Re: Multiplying Matrices and 3D graphics

Posted 06 July 2012 - 08:34 AM

multiplying 1 matrix by another, transforms one matrix by another.

In 3d graphics you can have a matrix which defines translation(position), scale, and rotation. The scale and rotation are stored as the forward,right,up vectors with the magnitude of them being the scale in that axis.

Now if matrix A says translated to (4,10,3), and matrix B says rotated 90 degrees around the forward axis... then the two combined (multiplied) would result in a matrix that does BOTH

In 3d graphics you can have a matrix which defines translation(position), scale, and rotation. The scale and rotation are stored as the forward,right,up vectors with the magnitude of them being the scale in that axis.

Now if matrix A says translated to (4,10,3), and matrix B says rotated 90 degrees around the forward axis... then the two combined (multiplied) would result in a matrix that does BOTH

### #4

## Re: Multiplying Matrices and 3D graphics

Posted 06 July 2012 - 08:40 AM

lordofduct, on 06 July 2012 - 09:34 AM, said:

multiplying 1 matrix by another, transforms one matrix by another.

In 3d graphics you can have a matrix which defines translation(position), scale, and rotation. The scale and rotation are stored as the forward,right,up vectors with the magnitude of them being the scale in that axis.

Now if matrix A says translated to (4,10,3), and matrix B says rotated 90 degrees around the forward axis... then the two combined (multiplied) would result in a matrix that does BOTH

In 3d graphics you can have a matrix which defines translation(position), scale, and rotation. The scale and rotation are stored as the forward,right,up vectors with the magnitude of them being the scale in that axis.

Now if matrix A says translated to (4,10,3), and matrix B says rotated 90 degrees around the forward axis... then the two combined (multiplied) would result in a matrix that does BOTH

Thank you for the help. Just the answer I was looking for.

Quote

Oh come on.. that's about a two second search in bing. "3d graphics matrices"

When I spent about two hours on Google trying to find a correct answer, nothing appeared on this subject.

### #5

## Re: Multiplying Matrices and 3D graphics

Posted 06 July 2012 - 08:47 AM

http://lmgtfy.com/?q...+multiplication

first link, explained it all, you should work on your google-fu

first link, explained it all, you should work on your google-fu

### #6

## Re: Multiplying Matrices and 3D graphics

Posted 06 July 2012 - 08:51 AM

I Google'd Modi's search terms: http://www.google.co...lient=firefox-a

These links came up on the first page:

http://www.gamedev.n...emystified-r695

http://programmedles...sons/index.html

http://www.fastgraph...mes/3drotation/

These links came up on the first page:

http://www.gamedev.n...emystified-r695

http://programmedles...sons/index.html

http://www.fastgraph...mes/3drotation/

### #7

## Re: Multiplying Matrices and 3D graphics

Posted 06 July 2012 - 08:55 AM

Uh thanks for the help. I shall use these as future references.

Page 1 of 1