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@ -470,17 +470,42 @@ For a **physicist**, vectors are **arrows pointing in space**, and what defines
and **direction**---that is, any two vectors moved to different **origins** (starting points) are the **same vectors**,
as long as their **length** and **direction** remain the same:
<Note type="image", title="Physicist">
**Insert Image Here**
</Note>
For a **computer scientist**, vectors are a fancy word for **ordered lists of numbers**. Yep, that's it, it feels good
to be in the simple world of a computer scientist:
But for a **mathematician**, vectors are a lot more **abstract**.
<Note type="image", title="Computer Scientist">
**Insert Image Here**
</Note>
But **mathematically** speaking, vectors are a lot more **abstract**.
Virtually **any** representation of **vectors** (which is called a **vector-space**) is valid as long as they follow a set of **axioms**.
It doesn't matter if you think of them as **arrows in space** that happen to have a **numeric representation**,
or as a **list of numbers** that happen to have a cute **geometric interpretation**.
or as a **list of numbers** that happen to have a cute **geometric interpretation** (or even certain mathmatical **functions**).
As long the [aximos of vector spaces](https://www.math.ucla.edu/~tao/resource/general/121.1.00s/vector_axioms.html) apply to them, they're vectors.
**Additions and Subtraction**
However, we won't go into such axioms as we're not interested in **abstract** thinking here.
We're aiming to do something **concrete** called **linear transformations** of a set of vertices (models).
So it would be ideal for us to think of them like this:
**Division and Multiplication**
- A vector describes a series of steps to perform a **transformation** in space.
- A vector has the properties: **direction** and **magntitude**.
- If its **magntitude** is exactly **1**, then it describes a **direction** in space and is called a **unit vector**.
Let's go over these points one by one.
**Basis Vector**
**Additions**
**Multiplication**
**Scalar Operations**
@ -548,7 +573,7 @@ Why are we using 4D matrixes for vertices that are three dimensional?
**Embedding it all in one matrix**
Great! You've refreshed on lots of cool mathematics today, let's get back to the original discussion.
**Transforming** the freshly generated **primitives** through this **five** mysterious primary coordinates systems (or spaces),
**Transforming** the freshly generated **primitives** through this **five** mysterious coordinates systems (or spaces),
starting with the **local space**!
## Coordinate System -- Local Space
@ -811,6 +836,7 @@ Some LLMs
[Juan Pineda --- A Parallel Algorithm for Polygon Rasterization](https://www.cs.drexel.edu/~deb39/Classes/Papers/comp175-06-pineda.pdf) <br/>
[Kristoffer Dyrkorn --- A fast and precise triangle rasterizer](https://kristoffer-dyrkorn.github.io/triangle-rasterizer/) <br/>
[Microsoft --- Rasterization Rules](https://learn.microsoft.com/en-us/windows/win32/direct3d11/d3d10-graphics-programming-guide-rasterizer-stage-rules) <br/>
[Axioms of vector spaces](https://www.math.ucla.edu/~tao/resource/general/121.1.00s/vector_axioms.html)
</Note>
<Note title="Documentations", type="resource">