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Basic Matrix Transformations:
- Scaling Matrix: Adjusts an object’s size along the x, y, and z axes.
- Rotation Matrix: Rotates an object about an axis; can be around x, y, or z in 3D space.
- Translation Matrix: Moves an object to a new position without altering its orientation.
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Change of Frames:
- Conversion from model coordinates to view coordinates requires a transformation matrix (Model-to-View Matrix).
- Model → World → View → Projection
- This matrix positions objects relative to the camera for rendering.
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Quaternions:
- Used for representing rotations efficiently.
- Provides smooth interpolation between rotations (ideal for animations and orientation in 3D space).
- , and
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Euler Transforms:
- Combinations of rotations about the x, y, and z axes (known as yaw, pitch, and roll) help represent complex orientations.
- Euler angles can lead to issues like “Gimbal lock,” where rotation becomes restricted along certain axes.
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Line Drawing Algorithms:
- Digital Differential Analyzer (DDA): Generates lines by incrementing x or y and calculating corresponding points.
- Bresenham’s Algorithm: An optimized line-drawing algorithm that uses integer calculations, making it faster and ideal for raster graphics.
- Digital Differential Analyzer (DDA): Generates lines by incrementing x or y and calculating corresponding points.
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Pros and Cons of Bresenham’s Algorithm:
- Advantages: Integer-based and efficient, well-suited for real-time applications.
- Disadvantages: Works best with lines of gentle slopes and can require adaptation for steeper angles.

