getnormality 2 hours ago

People must get taught math terribly if they think "I don't need to worry about piles of abstract math to understand a rotation, all I have to do is think about what happens to the XYZ axes under the matrix rotation". That is what you should learn in the math class!

Anyone who has taken linear algebra should know that (1) a rotation is a linear operation, (2) the result of a linear operation is calculated with matrix multiplication, (3) the result of a matrix multiplication is determined by what it does to the standard basis vectors, the results of which form the columns of the matrix.

This guy makes it sound like he had to come up with these concepts from scratch, and it's some sort of pure visual genius rather than math. But... it's just math.

  • omnicognate an hour ago

    A lot of people who find themselves having to deal with matrices when programming have never taken that class or learned those things (or did so such a long time ago that they've completely forgotten). I assume this is aimed at such people, and he's just reassuring them that he's not going to talk about the abstract aspects of linear algebra, which certainly exist.

    I'd take issue with his "most programmers are visual thinkers", though. Maybe most graphics programmers are, but I doubt it's an overwhelming majority even there.

    • foofoo12 an hour ago

      > most programmers are visual thinkers

      I remember reading that there's a link between aphantasia (inability to visualize) and being on the spectrum.

      Being an armchair psychologist expert with decades of experience, I can say with absolute certainty that a lot of programmers are NOT visual thinkers.

      • treyd a minute ago

        This is interesting because, to me, programing is a deeply visual activity. It feels like wandering around in a world of forms until I find the structures I need and actually writing out the code is mostly a formality.

      • voidUpdate an hour ago

        Do you have anything I can read about that? I'm definitely on the spectrum and have whatever the opposite of aphantasia is, I can see things very clearly in my head

  • zelphirkalt an hour ago

    When I was studying and made the mistake of choosing 3D computer graphics as a lecture, I remember some 4x4 matrix that was used for rotation, with all kinds of weird terms in it, derived only once, in a way I was not able to understand and that didn't relate to any visual idea or imagination, which makes it extra hard for me to understand it, because I rely a lot on visualization of everything. So basically, there was a "magical formula" to rotate things and I didn't memorize it. Exam came and demanded having memorized this shitty rotation matrix. Failed the exam, changed lectures. High quality lecturing.

    Later in another lecture at another university, I had to rotate points around a center point again. This time found 3 3x3 matrices on wikipedia, one for each axis. Maybe making at least seemingly a little bit more sense, but I think I never got to the basis of that stuff. Never seen a good visual explanation of this stuff. I ended up implementing the 3 matrices multiplications and checked the 3D coordinates coming out of that in my head by visualizing and thinking hard about whether the coordinates could be correct.

    I think visualization is the least of my problems. Most math teaching sucks though, and sometimes it is just the wrong format or not visualized at all, which makes it very hard to understand.

    • dgacmu an hour ago

      You can do rotation with a 3x3 matrix.

      The first lecture was using a 4x4 matrix because you can use it for a more general set of transformations, including affine transforms (think: translating an object by moving it in a particular direction).

      Since you can combine a series of matrix multiplications by just pre-multiplying the matrix, this sets you up for doing a very efficient "move, scale, rotate" of an object using a single matrix multiplication of that pre-calculated 4x4 matrix.

      If you just want to, e.g., scale and rotate the object, a 3x3 matrix suffices. Sounds like your first lecture jumped way too fast to the "here's the fully general version of this", which is much harder for building intuition for.

      Sorry you had a bad intro to this stuff. It's actually kinda cool when explained well. I think they probably should have started by showing how you can use a matrix for scaling:

          [[2, 0, 0],
           [0, 1.5, 0],
           [0, 0, 1]]
      
      for example, will grow an object by 2x in the x dimension, 1.5x in the y dimension, and keep it unchanged in the z dimension. (You'll note that it follows the pattern of the identity matrix). The derivation of the rotation matrix is probably best first derived for 2d; the wikipedia article has a decentish explanation:

      https://en.wikipedia.org/wiki/Rotation_matrix

      • kevindamm an hour ago

        The first time I learned it was from a book by LaMothe in the 90s and it starts with your demonstration of 3D matrix transforms, then goes "ha! gimbal lock" then shows 4D transforms and the extension to projection transforms, and from there you just have an abstraction of your world coordinate transform and your camera transform(s) and most everything else becomes vectors. I think it's probably the best way to teach it, with some 2D work leading into it as you suggest. It also sets up well for how most modern game dev platforms deal with coordinates.

    • aqme28 17 minutes ago

      Yeah you need to build up the understanding so that you can re-derive those matrices as needed (it's mostly just basic trigonometry). If you can't, that means a failure of your lecturer or a failure in your studying.

    • scarmig an hour ago

      The mathematical term for the four by four matrices you were looking at is "quaternion" (I.e. you were looking at a set of four by four matrices isomorphic to the unit quaternions).

      Why use quaternions at all, when three by three matrices can also represent rotations? Three by three matrices contain lots of redundant information beyond rotation, and multiplying quaternions requires fewer scalar additions and multiplications than multiplying three by three matrices. So it is cheaper to compose rotations. It also avoids singularities (gimbal lock).

  • vasco 2 hours ago

    Math is just a standardized way to communicate those concepts though, it's a model of the world like any other. I get what you mean, but these intuitive or visualising approaches help many people with different thinking processes.

    Just imagine that everyone has equal math ability, except the model of math and representations of mathematical concepts and notation is more made for a certain type of brains than others. These kind of explanations allow bringing those people in as well.

zkmon 2 hours ago

There are a lot more ways to look at and understand these mysterious beasts called matrices. They seem to represent a more fundamental primordial truth. I'm not sure what it is. Determinant of a matrix indicate the area of or volume spanned by its component vectors. Complex matrices used in Fourier transform are beautiful. Quantum mechanics and AI seem to be built on matrices. There is hardly any area of mathematics that doesn't utilize matrices as tools. What exactly is a matrix? Just a grid of numbers? don't think so.

  • nyrikki 14 minutes ago

    the set of all matrices of a fixed size are a vector space because matrix addition and scalar multiplication are well-defined and follow all vector space axioms.

    But be careful of the map–territory relation.

    If you can find a model that is a vector space, that you can extend to an Inner product space and extend that to a Hilbert space; nice things happen.

    Really the amazing part is finding a map (model) that works within the superpowers of algorithms, which often depends upon finding many to one reductions.

    Get stuck with a hay in the haystack problem and math as we know it now can be intractable.

    Vector spaces are nice and you can map them to abstract algebra, categories, or topos and see why.

    I encourage you to dig into the above.

  • blackbear_ 30 minutes ago

    The fundamental truth is that matrices represent linear transformations, and all of linear algebra is developed in terms of linear transformations rather than just grid of numbers. It all becomes much clearer when you let go of the tabular representation and study the original intentions that motivated the operations you do on matrices.

    My appreciation for the subject grew considerably after working through the book "Linear Algebra done right" by Axler https://linear.axler.net

  • bmacho an hour ago

    A matrix is just a grid of numbers.

    A lot of areas use use grid of numbers. And matrix theory actually incorporates every area that uses grids of numbers, and every rule in those areas.

    For example the simplest difficult thing in matrix theory, matrix multiplication is an example for this IMO. It looks really weird in the context of grid of numbers, and its properties seem incidental, and the proofs are complicated. But matrix multiplication is really simple and natural in the context of linear transformations between vector spaces.

  • ljlolel an hour ago

    Take linear algebra

    • card_zero an hour ago

      OK, now what?

      • ndriscoll an hour ago

        A matrix is just a list of where a linear map sends each basis element (the nth column of a matrix is the output vector for the nth input basis vector). Lots of things are linear (e.g. scaling, rotating, differentiating, integrating, projecting, and any weighted sums of these things). Lots of other things are approximately linear locally, and e.g. knowing the linear behavior near a fixed point can tell you a lot about even nonlinear systems.

shiandow 3 hours ago

I don't think there's any mathematical reason to lay out the elements in memory that way. Sure given no context I would probably use i = row + n col as index, but it doesn't really matter much me.

If I had to pick between a matrix being a row of vectors or a column of covectors, I'd pick the latter. And M[i][j] should be the element in row i column j, which is nonnegotiable.

Viliam1234 2 hours ago

> Mathematicians like to see their matrices laid out on paper this way (with the array indices increasing down the columns instead of across the rows as a programmer would usually write them).

Could a mathematician please confirm of disconfirm this?

I think that different branches of mathematics have different rules about this, which is why careful writers make it explicit.

  • knappa 2 minutes ago

    I'm a mathematician. It's kind of a strange statement since, if we are talking about a matrix, it has two indices not one. Even if we do flatten the matrix to a vector, rows then columns are an almost universal ordering of those two indices and the natural lexicographic ordering would stride down the rows.

  • yoda222 26 minutes ago

    Not a mathematician, just an engineer that used matrix a lot (and even worked for MathWorks at one point), I would say that most mathematicians don't care. Matrix is 2D, they don't have a good way to be laid out in 1D (which is what is done here, by giving them linear indices). They should not be represented in 1D.

    The only type of mathematicians that actually care are: - the one that use software where using one or the other and the "incorrect" algorithm may impact the performance significantly. Or worse, the one that would use software that don't use the same arbitrary choice (column major vs row major). And when I say that they care, it's probably a pain for them to think about it. - the one that write these kind of software (they may describe themselves as software engineer, but some may still call themselves mathematicians, applied mathematicians, or other things like that).

    Now maybe what the author wanted to say is that some language "favored by mathematician" (Fortran, MATLAB, Julia, R) are column major, while language "favored by computer scientist" (C, C++) are row major

  • account42 2 hours ago

    Not a mathematician, but programmers definitely don't agree on whether matrices should be row-major or column-major.

    • vintermann an hour ago

      I'm surprised we even agree that they should be top-down.

  • morcus 33 minutes ago

    Most fields of math that use matrices don't number each element of the matrix separately, and if they do there will usually be two subscripts (one for the row number and one for the column number).

    Generally, matrices would be thought in terms of the vectors that make up each row or column.

  • gus_massa 2 hours ago

    Mathematician here. I never heard that.

    (In many branches the idea is that you care about the abstract linear transformation and properties instead of the dirty coefficients that depend on the specific base. I don't expect a mathematician to have an strong opinion on the order. All are equivalent via isomorphism.)

pavlov 3 hours ago

Part of a fairly old OpenGL tutorial, about 2002.

The age doesn't affect this matrix part, but just FYI that any specific APIs discussed will probably be out of date compared to modern GPU programming.

globalnode 3 hours ago

yellow text on green background... my eyes!

  • stevemk14ebr 2 hours ago

    Yea this is horrendous. Not reading this