Three-dimensional Computer Graphics.
Copyright (c) Susan Laflin. August 1999.
A short discussion of introductory concepts, including right and left handed axes.
An introduction to the most useful concepts of vector algebra, including definition of a vector, unit vectors, equation of a straight line, direction cosines, scalar products, calculation of the point of intersection of two lines, equation of a plane and vector products.
Discussion of data structures to store and manipulate objects in three-dimensions.
Shift, scale and rotate transformations in three-dimensions.
Discussion of parallel projections (orthographic, isometric etc), and one, two or three point perspective projections as well as the form of the general transformation matrix.
When a three-dimensional object is represented by a two-dimensional drawing, various techniques, including stereoscopic views, may be used to indicate depth.
Foley et al. Introduction to Computer Graphics. Chapters 5 and 6.
Rogers and Adams. Mathematical Elements for Computer Graphics. Chapter 3.
Hearn & Baker (second-year text) Computer Graphics Chapters 11 and 12.