On Monday, 16 May 2016 at 14:32:55 UTC, Andrei Alexandrescu wrote:
It is rare to need to actually compute the inverse of a matrix.

Unless you're doing game/graphics work ;-) 4x3 or 4x4 matrices are commonly used to represent transforms in 3D space in every 3D polygon-based rendering pipeline I know of. It's even a requirement for fixed-function OpenGL 1.x.

Video games - also known around here as "The Exception To The Rule".

(Side note: My own preference is to represent transforms as a quaternion and vector. Inverting such a transform is a simple matter of negating a few components. Generating a matrix from such a transform for rendering purposes is trivial compared to matrix inversion.)

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