3D Transformations
- Use homogeneous coordinates again:
- 3D point = (x, y, z, 1)T
- 3D vector = (x, y, z, 0)T
- In general, (x, y, z, w) (w != 0) is the 3D point: (x/w, y/w, z/w)
- Use 4×4 matrices for affine transformations

- What’s the order?
- Linear Transform first or Translation first?
General Rotation Matrices

Euler angles


References
- CS4620 (5620) Introduction to Computer Graphics @ Cornell University by Steve Marschner
- CSCI-GA 2270-001 Fall 2018 @ NYU by Daniele Panozzo
- Computer Graphics 15-462/15-662, Fall 2016 @ CMU by