## Foundations of 3D Computer Graphics## Errata |

### Major Errors

#### Chapter 5

Page 39: Note, the matrix, "E", computed here is the inverse of the matrix often called the "lookAt" matrix in many graphics contexts.Page 39: The computation for the coordinate vectors should be

z = normalize(p - q)

x = normalize(u × z)

y = (z × x)

where

normalize(c) = c / sqrt( c

^{2}

_{1}+ c

^{2}

_{2}+ c

^{2}

_{3})

#### Chapter 7

Page 62: Right invariance, in contrast, means that the interpolation of an object does**not**change ...

#### Chapter 12

Page 114: If the three vertices are counterclockwise in the plane, then c will be in the**+z**direction. Otherwise, it will be in the

**-z**direction.

### Minor Errors

The book often uses the word "degrees", when it should be using "radians".#### Chapter 1

Page 3: should read: "known as**OpenGL**"

#### Chapter 3

Page 11: "if there exists non-zero scalars a1...an" => "if there exists scalars, a1...an, not all zero"Page 23: "Similar to the case of linear transform ..." => "Similar to the case of linear transformations ..."

Page 25: The third row of the rightmost matrix should read "i j k 0", not "h i j 0".

#### Chapter 4

Page 29: "this does not fully specified ..." => "this does not fully specify"#### Chapter 6

Page 45: "it is useful to return the identity matrix from the default constructor." => "it is useful for the default constructor to set the matrix as the identity."Page 46: "any face that is backfacing to the eye

**.**" (Add period)

Page 46: "We use a global variable "Matrix4 eyeRbt" to represent the rigid body matrix E that relates the object's..." => "We use a global variable "Matrix4 eyeRbt" to represent the rigid body matrix E that relates the

**eyes's**..."

#### Chapter 7

Page 68: "(q1 * inv(q0)" => "(q1 * inv(q0))"#### Chapter 14

Page 128: "simulate this Process" => "simulate this process"Page 134: "toLight = normalize(toLight);" is unnecessary

#### Chapter 15

Page 128: "2r-1" => "2*r-1"#### Chapter 19

Page 176: "The lasso curve is**parameterized**"

Page 183: Note that the original color matching experiments used the wavelenghts: 436, 546, 700, not 435,545,625.

Page 194: The funny symbols in figure 19.10 should just be ellipses (three dots).