Math and Jitter matrix

tsiwt's icon

Well I've been interested in using jit.expr for a while now and haven't made so much progress, now that I have some free time I would like to start using it to create shapes, and also to be more capable in jitter in general.

The roadblock is math I guess(I read the expr tutorial, and I understand what the norm , snorm, in[1], etc means)
but when I see objects that divide, multiply, modulo the hypot, or sine and cosine to the matrix I get confused.
I know what the hypotenuse, sine and cosine are in a triangle, but when applied to these data storage matrices it confuse me,

Would you advice me to take a course on linear algebra like this one
http://ocw.mit.edu/courses/mathematics/18-06-linear-algebra-spring-2010/video-lectures/

or what do you think about this ?

thanks

ztutz's icon

18.06 is a *great* online course, but for what you are after, you may find that it is more "abstract math" than "practical matrix stuff"...

There are books on geometric transformations available that are geared at people doing computer graphics, whether GL or more general. These might serve you well?? (For example: Eric Lengyel's "Mathematics for 3D Game Programming & Computer Graphics")

pecta's icon
cashin's icon

Thanks for the book suggestion, ztutz.