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Usefulness of Matrix Algebra?

 
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Camaro
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 PostPosted: Thu Mar 01, 2012 12:58 pm    Post subject: Usefulness of Matrix Algebra? Reply with quote Back to top

I wasn't sure where to post this, but I'm taking a linear algebra class and a few times in the textbook it briefly mentions applications of matrices as coordinate systems and systems of linear equations in computer graphics. I was wondering what exactly these applications are, and if matrix algebra has any applications when working with Goldeneye.
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zoinkity
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 PostPosted: Tue Apr 10, 2012 10:14 am    Post subject: Reply with quote Back to top

They're integral to perspective and also polygon transformation. That's why one of the RSP commands in all 3D microcodes is a matrix push/pull. Thankfully most of this is handled automatically by the RDP so we don't need to fiddle with it directly much. Still, if it weren't for matrix operations DK mode wouldn't work at all. That's just a bunch of transforms multiplied against the normal values.

Biggest use in GE is as a sort of combined position/transform for object parts. In particular, the way the merging system works is by using physical coordinates within a different object as though they are in the current one; ie. a point in your chest when rendering your arm. Each part has its own unique matrix offsetting, positioning, and transforming it, so to place the borrowed point properly you have to feed it the correct matrix for those select vertices within the display list. So, you read the vertices from the other part, position them using that part's rules, and then use them as though they're in this part.
Incidentally, it's when you load vertices that the matrix conversion is applied--at least under this microcode.

Admittantly, other games use them much more in things such as animation. The 'jello' effect is usually done via matrix math.
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