Game Development Reference
In-Depth Information
2
3
m 11 m 12 m 13
m 21 m 22 m 23
m 31 m 32 m 33
4
5
Multiplying 3D row and
column vectors with a
3 × 3 matrix
x y z
=
(4.4)
[ xm 11 + ym 21 + zm 31
xm 12 + ym 22 + zm 32
xm 13 + ym 23 + zm 33 ];
2
3
2
3
2
3
m 11 m 12 m 13
m 21 m 22 m 23
m 31 m 32 m 33
x
y
z
xm 11 + ym 12 + zm 13
xm 21 + ym 22 + zm 23
xm 31 + ym 32 + zm 33
4
5
4
5
4
5
=
;
(4.5)
2
3
5
m 11 m 12 m 13
m 21 m 22 m 23
m 31 m 32 m 33
4
x y z
= (undefined);
(4.6)
2
3
2
3
x
y
z
m 11 m 12 m 13
m 21 m 22 m 23
m 31 m 32 m 33
4
5
4
5
= (undefined).
(4.7)
As you can see, when we multiply a row vector on the left by a matrix on
the right, as in Equation (4.4), the result is a row vector. When we multiply
a matrix on the left by a column vector on the right, as in Equation (4.5),
the result is a column vector. (Please observe that this result is a column
vector, even though it looks like a matrix.) The other two combinations
are not allowed: you cannot multiply a matrix on the left by a row vector
on the right, nor can you multiply a column vector on the left by a matrix
on the right.
Let's make a few interesting observations regarding vector-times-matrix
multiplication. First, each element in the resulting vector is the dot product
of the original vector with a single row or column from the matrix.
Second, each element in the matrix determines how much “weight” a
particular element in the input vector contributes to an element in the
output vector. For example, in Equation (4.4) when row vectors are used,
m 12 controls how much of the input x value goes towards the output y
value.
Third, vector-times-matrix multiplication distributes over vector addi-
tion, that is, for vectors v , w , and matrix M ,
( v + w ) M = vM + wM .
Finally, and perhaps most important of all, the result of the multipli-
cation is a linear combination of the rows or columns of the matrix. For
example, in Equation (4.5), when column vectors are used, the resulting
column vector can be interpreted as a linear combination of the columns of
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