Graphics Reference
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u
v
0
,
M
(10.97)
we could equally well compute
m 1,1
m 1,2
0
u
v
0
,
m 2,1
m 2,2
0
(10.98)
0
0
0
and the result would have a 0 in the third place. In fact, we could transform such
vectors directly as two-coordinate vectors, by simply computing
m 1,1
u
v
.
m 1,2
(10.99)
m 2,1
m 2,2
For this reason, it's sometimes said for an affine transformation of the Euclidean
plane represented by multiplication by a matrix M that the associated transforma-
tion of vectors is represented by
M = m 1,1
.
m 1,2
(10.100)
m 2,1
m 2,2
What about covectors? Recall that a typical covector could be written in the
form
φ w : R 2
R 2 : v
w
·
v ,
(10.101)
where w was some vector in R 2 . We'd like to transform
φ w in a way that's con-
sistent with T . Figure 10.19 shows why: We often build a geometric model of
some shape and compute all the normal vectors to the shape. Suppose that n is
one such surface normal. We then place that shape into 3-space by applying some
“modeling transformation” T M to it, and we'd like to know the normal vectors to
that transformed shape so that we can do things like compute the angle between a
light-ray v and that surface normal. If we call the transformed surface normal m ,
T M (P)
P
m
u
n
Mu
(a)
(b)
Figure 10.19: (a) A geometric shape that's been modeled using some modeling tool; the
normal vector n at a particular point P has been computed too. The vector u is tangent to
the shape at P. (b) The shape has been translated, rotated, and scaled as it was placed into
a scene. At the transformed location of P, we want to find the normal vector m with the
property that its inner product with the transformed tangent Mu is still 0.
 
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