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61-01.html
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<meta name="vspubdate" content="07/01/97" />
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<meta name="vscategory" content="Web and Software Development: Game Development,Web and Software Development: Graphics and Multimedia Development" />
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<title>Michael Abrash's Graphics Programming Black Book Special Edition: Frames of Reference</title><!-- HEADER -->
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<!-- Empty Reference Subhead -->
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<!--ISBN=1576101746//-->
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<!--TITLE=Michael Abrash's Graphics Programming Black Book Special Edition//-->
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<!--AUTHOR=Michael Abrash//-->
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<!--PUBLISHER=The Coriolis Group, Inc.//-->
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<title>Michael Abrash's Graphics Programming Black Book Special Edition: Frames of Reference</title>
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<meta name="chapter" content="61" />
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<meta name="pages" content="1131-1135" />
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</head>
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<p><br /></p>
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<h2><a id="Heading1"></a>Chapter 61<br />
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<h2 id="Heading1">Chapter 61<br />
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Frames of Reference</h2>
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<h3><a id="Heading2"></a>The Fundamentals of the Math behind 3-D Graphics</h3>
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<h3 id="Heading2">The Fundamentals of the Math behind 3-D Graphics</h3>
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<p>Several years ago, I opened a column in <i>Dr. Dobb’s Journal</i> with a story about singing my daughter to sleep with Beatles’ songs. Beatles’ songs, at least the earlier ones, tend to be bouncy and pleasant, which makes them suitable goodnight fodder—and there are a <i>lot</i> of them, a useful hedge against terminal boredom. So for many good reasons, “Can’t Buy Me Love” and “A Hard Day’s Night” and “Help!” and the rest were evening staples for years.</p>
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<p>Before we can talk about transforming between coordinate spaces, however, we need two building blocks: dot products and cross products.</p>
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<h4 align="left"><a id="Heading3"></a>3-D Math</h4>
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<h4 align="left" id="Heading3">3-D Math</h4>
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<p>At this point in the book, I was originally going to present a BSP-based renderer, to complement the BSP compiler I presented in the previous chapter. What changed my plans was the considerable amount of mail about 3-D math that I’ve gotten in recent months. In every case, the writer has bemoaned his/her lack of expertise with 3-D math, and has asked what books about 3-D math I’d recommend, and how else he/she could learn more.</p>
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<p>The other thing the mail made clear was that there are a lot of people out there who don’t understand either type of product, at least insofar as they apply to 3-D. Since much or even most advanced 3-D graphics machinery relies to a greater or lesser extent on dot products and cross products (even the line intersection formula I discussed in the last chapter is actually a quotient of dot products), I’m going to spend this chapter examining these basic tools and some of their 3-D applications. If this is old hat to you, my apologies, and I’ll return to BSP-based rendering in the next chapter.</p>
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<h4 align="left"><a id="Heading4"></a>Foundation Definitions</h4>
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<h4 align="left" id="Heading4">Foundation Definitions</h4>
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<p>The dot and cross products themselves are straightforward and require almost no context to understand, but I need to define some terms I’ll use when describing applications of the products, so I’ll do that now, and then get started with dot products.</p>
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<div align="center">
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Graphics Programming Black Book © 2001 Michael Abrash
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</div><!-- all of the reference materials (books) have the footer and subfoot reveresed -->
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