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Games101 review: linear algebra
2022-07-25 15:33:00 【Lao Yan is working hard】
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1.2 Standardization of vectors ( length )
1.3 Vector addition : The rule of connected triangles
2.1.1 The result is a number ;
2.1.2 Obtain the cosine of the included angle ;
2.1.3 Satisfying the commutative law ;
2.1.4 Cartesian coordinate system
2.1.5 Project to another vector
2.2.1 The result is a vector : Perpendicular to two vectors 、 Right-hand rule
2.2.2 Cartesian coordinate system
2.3 Rectangular coordinate system
3.1 The transpose of the matrix :
3.3 Matrix representation of point multiplication and cross multiplication :
1. The basics of vectors
1.1 Representation of vectors
1.2 Standardization of vectors ( length )

1.3 Vector addition : The rule of connected triangles

1.4 Cartesian coordinate system : You can use coordinates to represent vectors and lengths , Graphics default column vector

2. Vector multiplication
2.1 Point multiplication :
2.1.1 The result is a number ;
2.1.2 Obtain the cosine of the included angle ;

2.1.3 Satisfying the commutative law ;

2.1.4 Cartesian coordinate system

2.1.5 Project to another vector

2.1.6 Measure how close two vectors are ; Decompose vectors ; Judge whether the two vectors are in the same direction ( Front and back )

2.2 Cross riding
Determine whether a point is inside a triangle , That is, when rasterizing, judge whether the pixel is inside the triangle
2.2.1 The result is a vector : Perpendicular to two vectors 、 Right-hand rule

2.2.2 Cartesian coordinate system

2.2.3 Applications in graphics : Determine whether one vector is on the left side of another / On the right side

2.3 Rectangular coordinate system

3. matrix
3.1 The transpose of the matrix :
3.2 Unit matrix

3.3 Matrix representation of point multiplication and cross multiplication :

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