• How can we convert a vector from a basis uvw to basis
xyz?
• How can we convert a point from basis uvw to basis xyz?
• Write down a transformation matrix that accomplishes this task for both points
and
vectors.
• Explain how this matrix re presents a rigid body transformation.
• Explain the role of homogeneous coordinates in distingishing between points
and
vectors.
• Write the formula for matrix multiplication (review).
• What is the inverse of a given rotation matrix R?
• How do we know if a matrix is a rotation matrix?
• What is an affine transformation? Are affine transformations rigid body
transformations? What types of affine transformations are there? (Give examples
in
2D, writing out the transformation matrix and drawing a figure to show the type
of
transformation accomplished.)
• Express rotation by theta about an axis pointing in the z direction and
passing through
point x,y,0 as a sequence of matrix operations . How do we express this sequence
of
matrix ope rations in OpenGL ?
• Explain the difference between the column vector and row vector conventions
(i.e.,
between pre multiplying vs . postmultiplying a vector by a transformation matrix).
This is important because most of the world uses the column vector convention
(and
we will use it in class, homeworks, and exams), but OpenGL loadMatrix as sumes
the
row vector convention.
• Given a transform M to be applied to all vertices of an object, how do we
transform
the normals of that object? (Hint: multiplying the normals by M is not correct.)