Path: utzoo!utgpu!jarvis.csri.toronto.edu!mailrus!iuvax!rutgers!bpa!cbmvax!vu-vlsi!swatsun!gessel From: gessel@cs.swarthmore.edu (Dan Gessel) Newsgroups: comp.graphics Subject: Matrix Operations on Normals Message-ID: <2392@carthage.cs.swarthmore.edu> Date: 2 Feb 89 17:56:44 GMT Reply-To: gessel@swatsun.UUCP () Distribution: na Organization: SUN Lab, Swarthmore College, PA Lines: 24 I have a question about matrix operations on vertex lists defining objects within a ray tracer. I use a triangular primatve that goes through a recursive subdivision to either smooth out the surface or make it fractal during the ray trace calculation. This allows for very fine detail over the surface without having to store large amount of information. Stored in the vertex list is not only the coordinates of the vertex, but also the normal to the surface at that point. These normals define the smoothing operations required. I use matrices to perform rotations and would like to for scaling operations. The first is no problem, I rotate the vertices and the normals through simple matrix multiplication, but if I want to stretch the object, the normals would be increased in length in the direction of the stretch. If we think of a sphere, it will stretch to an oval shape. We can figure that the opposite should happen, the normals should decrease in the direction of the stretch to the oval shape. That is, given a matrix operation to be performed on a surface, how does this operation affect the normals? Any solutions or sources would be appreciated. Daniel Mark Gessel gessel@cs.swarthmore.edu I apologize if this went up twice. I posted it yesterday and found it marked unavailable this morning, not simply already read, so I assumed it didn't go through.