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2D computer graphics
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===Using homogeneous coordinates=== In [[projective geometry]], often used in [[computer graphics]], points are represented using [[homogeneous coordinates]]. To scale an object by a [[Vector (geometric)|vector]] ''v'' = (''v<sub>x</sub>, v<sub>y</sub>, v<sub>z</sub>''), each homogeneous coordinate vector ''p'' = (''p<sub>x</sub>, p<sub>y</sub>, p<sub>z</sub>'', 1) would need to be multiplied with this [[projective transformation]] matrix: :<math> S_v = \begin{bmatrix} v_x & 0 & 0 & 0 \\ 0 & v_y & 0 & 0 \\ 0 & 0 & v_z & 0 \\ 0 & 0 & 0 & 1 \end{bmatrix}. </math> As shown below, the multiplication will give the expected result: :<math> S_vp = \begin{bmatrix} v_x & 0 & 0 & 0 \\ 0 & v_y & 0 & 0 \\ 0 & 0 & v_z & 0 \\ 0 & 0 & 0 & 1 \end{bmatrix} \begin{bmatrix} p_x \\ p_y \\ p_z \\ 1 \end{bmatrix} = \begin{bmatrix} v_xp_x \\ v_yp_y \\ v_zp_z \\ 1 \end{bmatrix}. </math> Since the last component of a homogeneous coordinate can be viewed as the denominator of the other three components, a uniform scaling by a common factor ''s'' (uniform scaling) can be accomplished by using this scaling matrix: :<math> S_v = \begin{bmatrix} 1 & 0 & 0 & 0 \\ 0 & 1 & 0 & 0 \\ 0 & 0 & 1 & 0 \\ 0 & 0 & 0 & \frac{1}{s} \end{bmatrix}. </math> For each vector ''p'' = (''p<sub>x</sub>, p<sub>y</sub>, p<sub>z</sub>'', 1) we would have :<math> S_vp = \begin{bmatrix} 1 & 0 & 0 & 0 \\ 0 & 1 & 0 & 0 \\ 0 & 0 & 1 & 0 \\ 0 & 0 & 0 & \frac{1}{s} \end{bmatrix} \begin{bmatrix} p_x \\ p_y \\ p_z \\ 1 \end{bmatrix} = \begin{bmatrix} p_x \\ p_y \\ p_z \\ \frac{1}{s} \end{bmatrix} </math> which would be homogenized to :<math> \begin{bmatrix} sp_x \\ sp_y \\ sp_z \\ 1 \end{bmatrix}. </math>
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