| ||||
Most graphics books concentrate heavily on vectors because they form the basis of nearly everything that is moved and drawn on the screen. In this book, very little material depends on vectors (although they do rear their ugly little heads occasionally). The only place you really need to worry about vector operations is when you are computing the normal vectors for a surface. I'm including this appendix to make sure we are all on the same page about the following concepts:
A simple definition of vectors
Normalizing vectors
Computing the vector cross product
| ||||