How Do Matrices Influence Forms and Dimensions in Geometry?

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Discussion Overview

The discussion revolves around the role of matrices in understanding forms and dimensions in geometry, particularly in the context of programming and computer graphics. Participants explore theoretical aspects alongside practical applications, focusing on transformations in 3D environments.

Discussion Character

  • Exploratory
  • Technical explanation
  • Conceptual clarification
  • Debate/contested

Main Points Raised

  • One participant seeks a theoretical explanation of how matrices influence geometric forms and dimensions, expressing a desire for clarity beyond mathematical operations.
  • Another participant suggests that coordinate transformations in 3D programming, such as translation, rotation, and scaling, can be expressed using matrices, highlighting their practical utility.
  • It is noted that while matrices are convenient for storing points and transformations, it is possible to perform transformations without them.
  • Several participants emphasize the noncommutative nature of matrix multiplication, indicating that the order of operations affects the outcome, particularly in transformations.
  • One participant shares a personal experience regarding the implications of noncommutativity in programming, specifically in OpenGL, where the sequence of transformations leads to different results.

Areas of Agreement / Disagreement

Participants generally agree on the utility of matrices in transformations and the significance of their noncommutative property. However, there is no consensus on the best way to explain their theoretical underpinnings or the necessity of using matrices in all contexts.

Contextual Notes

The discussion reflects varying levels of familiarity with matrix operations and their applications, with some participants expressing a desire for more theoretical insight while others focus on practical programming experiences.

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Greetings !

Can anyone please explain to me, preferably with as
little math and as much theory as possible , how
matrices work in terms of forms and dimensions and what's
the relevant mechanism ?

I mean, I used to program Star Trek spaceships for a computer
game I once made using matrices. But, nobody ever explained
to me how and why it works, those were just meaningless tables
with sprecific relevant operators to me. I also know the
whole addition/multiplication/other operations stuff(though
I can hardly remember it now), but not how and why it works for geometrical forms in various dimensions and stuff.

Thanks ! :smile:

Live long and prosper.
 
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OK so maybe this is a response for a restricted area of matices use but here goes.
I program in OpenGL and I think the other 3D programming stuff has the same principles. To make a 3D scene you have to use coordinate transformation. These transformations (translation, rotation, scaling) can be written as a linear sistem between the coordinates in the old reference system, and the coordinates in the new reference system. Any linear equation system can be expressed in a matriceal form. So this is one of the reasons you use matrices. Also basic matrix operations are easy to program.
 
Or, in other words ...
You can do all the world transformation without matrices, it is only that matrices is a convinient way to save points, data, and transformations.
(i learned that while trying to learn Direct3D)
 
One of the most interesting things about matrices are than, due to the method of multiplication A * B is not necessarily the same as B * A.
 
One of the most interesting things about matrices are than, due to the method of multiplication A * B is not necessarily the same as B * A.

Yep, Matrix multiplication is noncommutative and I know some people who failed exams because of it (even though the teacher had mentioned many times).
 
Originally posted by plus
One of the most interesting things about matrices are than, due to the method of multiplication A * B is not necessarily the same as B * A.

true, true...
that's why in OpenGL a rotation, followed by a translation doesn't have the same result as a translation followed by a rotation. To do that you have to make some matrix multiplication and since it's not commutative the results are dependent of the order in which you multiply.
 

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