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Mathematics, 21.10.2019 22:30 kekoanabor19

In first-person computer games, we think of the camera moving left-right, forward-backward, and up-down. for
computational simplicity, the camera and screen stays fixed and the objects in the game world move in the opposite
direction instead. let the camera be located at (0,0,0), the screen be located at z = 1, and the point v =
10
65

represent the center of an object in the game world. if a character in alice is the camera, then answer the following
questions.
a. what are the coordinates of the projection of v on the screen?
b. what is the value of the image of v as the character moves 4 units closer to v in the x direction?
c. what are the coordinates of the projection of v′?
d. if the character jumps up 6 units, then where does the image of v move on the screen?
e. in lesson 26, you learned that if the camera is not in the standard orientation, that rotation matrices need to
be applied to the camera first; in lesson 27, you learned that rotation matrices only pivot an object if that
object is located at the origin; if a camera is in a nonstandard orientation and not located at the origin, then
should the rotation matrices be applied first or a translation to the origin?

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In first-person computer games, we think of the camera moving left-right, forward-backward, and up-d...

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