Remove heading ids, let pandoc generate them
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@ -11,9 +11,9 @@ pages: 1131-1144
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---
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## Chapter 61\
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Frames of Reference {#Heading1}
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Frames of Reference
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### The Fundamentals of the Math behind 3-D Graphics {#Heading2}
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### The Fundamentals of the Math behind 3-D Graphics
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Several years ago, I opened a column in *Dr. Dobb's Journal* with a
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story about singing my daughter to sleep with Beatles' songs. Beatles'
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@ -55,7 +55,7 @@ important sort of difference.
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Before we can talk about transforming between coordinate spaces,
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however, we need two building blocks: dot products and cross products.
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#### 3-D Math {#Heading3}
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#### 3-D Math
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At this point in the book, I was originally going to present a BSP-based
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renderer, to complement the BSP compiler I presented in the previous
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@ -89,7 +89,7 @@ chapter examining these basic tools and some of their 3-D applications.
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If this is old hat to you, my apologies, and I'll return to BSP-based
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rendering in the next chapter.
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#### Foundation Definitions {#Heading4}
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#### Foundation Definitions
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The dot and cross products themselves are straightforward and require
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almost no context to understand, but I need to define some terms I'll
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@ -142,7 +142,7 @@ For additional information, you might want to check out Foley & van
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Dam's *Computer Graphics* (ISBN 0-201-12110-7), or the chapters in this
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book dealing with my X-Sharp 3-D graphics library.
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### The Dot Product {#Heading5}
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### The Dot Product
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Now we're ready to move on to the dot product. Given two vectors `U` =
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[u~1~ u~2~ u~3~] and `V` = [v~1~ v~2~ v~3~], their dot product,
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@ -168,7 +168,7 @@ are the lengths of the vectors, as shown in Figure 61.1. Although it's
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not immediately obvious, equation 3 has a wide variety of applications
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in 3-D graphics.
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#### Dot Products of Unit Vectors {#Heading6}
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#### Dot Products of Unit Vectors
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The simplest case of the dot product is when both vectors are *unit
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vectors*; that is, when their lengths are both one, as calculated as in
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@ -208,7 +208,7 @@ three additions—and no explicit cosine calculations—as
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where `N`~s~ is the surface unit normal and `D`~l~ is the light unit
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direction vector, as shown in Figure 61.2.
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### Cross Products and the Generation of Polygon Normals {#Heading7}
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### Cross Products and the Generation of Polygon Normals
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One question equation 6 begs is where the surface unit normal comes
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from. One approach is to store the end of a surface normal as an extra
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@ -287,7 +287,7 @@ orthogonal unit vectors, you'll have to normalize the resulting vector;
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that is, divide each of the vector's components by the length of the
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vector, to make it a unit long.
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### Using the Sign of the Dot Product {#Heading8}
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### Using the Sign of the Dot Product
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The dot product is the cosine of the angle between two vectors, scaled
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by the magnitudes of the vectors. Magnitudes are always positive, so the
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@ -335,7 +335,7 @@ understand the use of the dot product for projection.
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### Using the Dot Product for Projection {#Heading9}
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### Using the Dot Product for Projection
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Consider Equation 3 again, but this time make one of the vectors, say
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`V`, a unit vector. Now the equation reduces to:
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@ -407,7 +407,7 @@ void LineIntersectPlane (float *linestart, float *lineend,
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}
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```
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### Rotation by Projection {#Heading10}
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### Rotation by Projection
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We can use the dot product's projection capability to look at rotation
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in an interesting way. Typically, rotations are represented by matrices.
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