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October 30th, 2009. In order to create the world transform matrix we often need to multiply several matrices together. A world transform matrix takes objects from local coordinates (such as 3d model coordinates) and puts them into world coordinates (such as the global coordinate system for all of your objects). What if we need to apply several hundred different transformations to several hundred different objects? Our 180 multiplications turn into a large problem. Along with scale and translation matrices.

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arriu | arriu.com Reviews
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October 30th, 2009. In order to create the world transform matrix we often need to multiply several matrices together. A world transform matrix takes objects from local coordinates (such as 3d model coordinates) and puts them into world coordinates (such as the global coordinate system for all of your objects). What if we need to apply several hundred different transformations to several hundred different objects? Our 180 multiplications turn into a large problem. Along with scale and translation matrices.
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KEYWORDS
1 arriu
2 avoiding matrix multiplication
3 the problem
4 the solution
5 rotation matrices
6 2d transformations
7 hlsl syntax highlighting
8 example
9 installation
10 download
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arriu,avoiding matrix multiplication,the problem,the solution,rotation matrices,2d transformations,hlsl syntax highlighting,example,installation,download,my hlsl extension,archives,categories,hlsl,blogroll,catalin zima,flavien brebion,jeremy shopf
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arriu | arriu.com Reviews

https://arriu.com

October 30th, 2009. In order to create the world transform matrix we often need to multiply several matrices together. A world transform matrix takes objects from local coordinates (such as 3d model coordinates) and puts them into world coordinates (such as the global coordinate system for all of your objects). What if we need to apply several hundred different transformations to several hundred different objects? Our 180 multiplications turn into a large problem. Along with scale and translation matrices.

INTERNAL PAGES

arriu.com arriu.com
1

Other « arriu

http://arriu.com/category/other

August 4th, 2009. I spent a little bit of time today adding High Level Shader Language (HLSL) support to the SyntaxHighlighter Evolved. Plug-in for WordPress. I will ask the SyntaxHighlighter team to add the HLSL language to their next core build. Until then you can download the language extension below. The example pixel shader code applies a separable Gaussian blur filter. If you are curious about how its used in bloom/glow post-process effects you can read more about it here. GPU Gems, Real-Time Glow].

2

Avoiding Matrix Multiplication « arriu

http://arriu.com/avoiding-matrix-multiplication

Laquo; HLSL Syntax Highlighting. October 30th, 2009. In order to create the world transform matrix we often need to multiply several matrices together. A world transform matrix takes objects from local coordinates (such as 3d model coordinates) and puts them into world coordinates (such as the global coordinate system for all of your objects). What if we need to apply several hundred different transformations to several hundred different objects? Our 180 multiplications turn into a large problem. Once yo...

3

XNA « arriu

http://arriu.com/category/xna

October 30th, 2009. In order to create the world transform matrix we often need to multiply several matrices together. A world transform matrix takes objects from local coordinates (such as 3d model coordinates) and puts them into world coordinates (such as the global coordinate system for all of your objects). What if we need to apply several hundred different transformations to several hundred different objects? Our 180 multiplications turn into a large problem. Along with scale and translation matrices.

4

October « 2009 « arriu

http://arriu.com/2009/10

October 30th, 2009. In order to create the world transform matrix we often need to multiply several matrices together. A world transform matrix takes objects from local coordinates (such as 3d model coordinates) and puts them into world coordinates (such as the global coordinate system for all of your objects). What if we need to apply several hundred different transformations to several hundred different objects? Our 180 multiplications turn into a large problem. Along with scale and translation matrices.

5

August « 2009 « arriu

http://arriu.com/2009/08

August 4th, 2009. I spent a little bit of time today adding High Level Shader Language (HLSL) support to the SyntaxHighlighter Evolved. Plug-in for WordPress. I will ask the SyntaxHighlighter team to add the HLSL language to their next core build. Until then you can download the language extension below. The example pixel shader code applies a separable Gaussian blur filter. If you are curious about how its used in bloom/glow post-process effects you can read more about it here. GPU Gems, Real-Time Glow].

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October 30th, 2009. In order to create the world transform matrix we often need to multiply several matrices together. A world transform matrix takes objects from local coordinates (such as 3d model coordinates) and puts them into world coordinates (such as the global coordinate system for all of your objects). What if we need to apply several hundred different transformations to several hundred different objects? Our 180 multiplications turn into a large problem. Along with scale and translation matrices.

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