Computer Graphics: Lecture #13: Homogeneous Coordinate Representation

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  • Опубліковано 25 січ 2025

КОМЕНТАРІ • 14

  • @rishabhjha447
    @rishabhjha447 5 років тому +3

    Can't get easier than this.
    Simple and clear explanation.👍👍

  • @ashkaras2336
    @ashkaras2336 2 роки тому

    Thanks a lot ma'am
    Your videos are very helpful during these exam times.
    ♥️ From Kerala.

  • @thousifmoghal883
    @thousifmoghal883 4 роки тому

    Niceee explanation ❤️👍

  • @y.kadharhussan1892
    @y.kadharhussan1892 5 років тому

    Very good mam

  • @rajshriagarwal7588
    @rajshriagarwal7588 5 років тому

    Anti clock wise rotation n clock wise rotation me confusion h kausa formula clock wise ka h n kauns anticlock wise

  • @BIT_RaginiV
    @BIT_RaginiV Рік тому

    Is this coordinate frame reference?

  • @Ironman-tq6ju
    @Ironman-tq6ju 4 роки тому

    Thank u so much mam ❤

  • @buddhiniwalakuluarachchi8281
    @buddhiniwalakuluarachchi8281 6 років тому

    Great madam....!!!!!!!!!!! Go a head.

  • @AZCreation997
    @AZCreation997 5 років тому

    I just fall in love with you... i dont even know why..
    but still i love it mam....
    May Allah give you hell of success..

  • @abinshakshaji6101
    @abinshakshaji6101 5 років тому

    Nice video ma'am.

  • @vineethc8337
    @vineethc8337 6 років тому

    What is the need of this homogenous coordinates... We already have the 2*2 matrix form for transformations???

    • @Mona-em5ii
      @Mona-em5ii 5 років тому +3

      I think I can explain this. So the thing is if we use a 2d matrix all the transformations use multiplication of matrices. Translation, however, uses addition. When we are actually using our knowledge to create 3d shapes we want to minimize the hassle of having to perform two different operations. By using homogeneous coordinates we can ensure that all the transformations are done through matrix multiplication. Hope that helps.