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The maths behind Matrices

The fact you’re reading this page means you already have a basic idea what matrices are used for by DirectX, but you want to go a little further. So let’s start by showing what a matrix actually looks like.

A matrix is nothing more than a table of numbers. Much like your basic Excel sheet; or a 2D array of floats, if you’re more into that. To process 3D coordinates, matrices of 3 columns and 3 rows are used, much like you can see here:



If you want, you can represent the 3 coordinates of a 3D points as a matrix of 1 column and 3 rows. Then multiplication between such a point and a matrix is defined like this:



Now you know everything that’s going on there! And as you can see, nothing difficult. Maybe it’s time for a small example, so you can see this in action. Imagine we have a point in 3D space with coordinates (6,18,9.5). Let’s start with a simple example: we want to enlarge our scene, so all objects will look twice as large. This means we’re going to scale by factor 2. In general, a scaling matrix simply looks like this:



Which gives



In the case of our small example, s = 2, thus the coordinates of our transformed point are (12, 36, 19).

Now we’ve seen the scaling matrix, let’s move on and have a look at the rotation matrices. These look a little more complex, but remember that all sin and cos are in fact a number between -1 and +1. These 3 matrices represent the rotation around the X,Y and Z axis respectively over an angle theta:



A small example would be in place I guess. Say we want to rotate the point (10,5,0) around the Z axis over 45 degrees. Our translation matrix would be:



Since pi=3.14 corresponds to 180 degrees, 45 degrees corresponds to pi/4.
This gives us:



So when you rotate the point (10,5,0) for 45 degrees, you get the point (10.6065, -3.5355, 0)! Luckily, DirectX takes care of all these maths for us, but now you have an idea of how this all works.

There is only one problem left. There is no such matrix you can multiply with a point to get the translated version of this point. To solve this, DirectX uses homogeneous matrices, which we’ll see in page 3.



Click here to go to the forum on this chapter!

Or click on one of the topics on this chapter to go there:
  • WPF to XNA matrix and rotation
          Hi there! Seems you are my last hope in this quest...
  • PCA and help
          First of all - Hello! Great idea with forum. Sorr...
  • PCA Example
          Maybe example of PCA (in code: VB or VB) could be ...
  • In the example rotation ...
          Hi Riemer, Great tutorials, but I have a questi...
  • Y rotation matrix?
          If I understand correctly, the signs are wrong for...
  • Theorie
          How you know which of the three matrices with cosi...





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    2007 - 2011 MVP Award
    DirectX - XNA

    Contents

    News
    Home
    Forum
    XNA 2.0 Recipes Book (8)
    Chapter 1
    Chapter 2
    Chapter 3
    Chapter 4
    Chapter 5
    Chapter 6
    Chapter 7
    Chapter 8
    XNA 3.0 Recipes Book (8)
    Chapter 1
    Chapter 2
    Chapter 3
    Chapter 4
    Chapter 5
    Chapter 6
    Chapter 7
    Chapter 8
    Downloads
    Extra Reading (3)
    Matrices: geometrical
    Matrix Mathematics
    Homogenous matrices
    Community Projects (1)
    Team Project (1)
    News
    Tutorials (160)
    XNA 4.0 using C# (89)
    2D Series: Shooters (22)
    Starting a project
    Drawing fullscreen images
    Positioning images
    SpriteBatch.Draw()
    Rotation
    Keyboard input
    Writing text
    Angle to Direction
    Direction to Angle
    Smoke trail
    Manual texture creation
    Random terrain
    Texture to Colors
    Coll Detection Overview
    Coll Detection Matrices
    Putting CD into practice
    Particles
    Additive alpha blending
    Particle engine
    Adding craters
    Sound in XNA
    Resolution independency
    3D Series 1: Terrain (13)
    Starting a project
    The effect file
    The first triangle
    World space
    Rotation - translation
    Indices
    Terrain basics
    Terrain from file
    Keyboard
    Adding colors
    Lighting basics
    Terrain lighting
    VertexBuffer & IndexBuffer
    3D Series 2: Flightsim (14)
    Starting point
    Textures
    Loading the floorplan
    Creating the 3D city
    Loading a Model
    Ambient and diffuse
    Quaternion camera
    Flight kinematics
    Collision detection
    Adding targets
    Point sprites
    Alpha blending
    Skybox
    Camera delay
    3D Series 3: HLSL (18)
    Starting point
    HLSL introduction
    Vertex format
    Vertex shader
    Pixel shader
    Per-pixel colors
    Textured triangle
    Triangle strip
    World transform
    World normals
    Per-pixel lighting
    Shadow map
    Render to texture
    Projective texturing
    Real shadow
    Shaping the light
    Preshaders
    3D Series 4: Adv. terrain (19)
    Starting code
    Mouse camera
    Textured terrain
    Multitexturing
    Adding detail
    Skydome
    The water technique
    Refraction map
    Reflection map
    Perfect mirror
    Ripples
    The Fresnel term
    Moving water
    Specular highlights
    Billboarding
    Region growing
    Billboarding renderstates
    Perlin noise
    Gradient skybox
    Short Tuts (3)
    Run XNA on older pcs
    MessageBox in XNA
    Normal generation
    DirectX using C# (54)
    Series 1:Terrain (14)
    Opening a window
    Linking to the Device
    Drawing a triangle
    Camera
    Rotation - Translation
    Indices
    Terrain creation
    Terrain from file
    DirectInput
    Importing bmp files
    Colored vertices
    DirectX Light basics
    Mesh creation
    Mesh lighting
    Series 2: Flightsim (19)
    Starting code
    Textures
    The floorplan
    Creating the 3D City
    Meshloading from file
    Ambient light
    Action
    Flight kinematics
    Collision detection
    Skybox
    Texture filtering
    Adding targets
    Point sprites
    Alpha blending
    DirectSound
    Sounds in 3D
    Playing MP3 files
    Displaying text
    Going fullscreen
    Series 3: HLSL (19)
    Starting point
    HLSL Introduction
    Vertex Shader
    Shaded triangle
    Pixel Shader
    Textured Triangle
    Triangle Strip
    World transform
    Adding normals
    The first light
    Shadow mapping
    Render To Texture
    Projective texturing
    The first shadow
    Shaping the light
    Preshaders
    Multiple lights
    Adjusting Z values
    Finishing touch
    Short Tuts (2)
    Resizing problem
    Checking Device caps
    DirectX using C++ (15)
    Series 1: Terrain (15)
    Opening a window
    Ending the game loop
    Linking to the Device
    Clearing your window
    Drawing a triangle
    Culling
    Camera
    Rotation - Translation
    Indices
    Terrain creation
    Terrain from file
    DirectInput
    Importing .bmp files
    Adding colors
    DirectX Light basics
    DirectX using VB (2)
    Series 1: Intro (2)
    The first triangle
    Rotation - translation
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