On the screen, 3-D objects consist of hundreds or even thousands of polygons, usually triangles. The smaller and more numerous the polygons, the more detailed the object.
When an object moves on the screen, rotates to a different viewing angle, or moves forward or backward in virtual space (e.g., scales to a
different size), the program must recalculate every vertex (corner) of every polygon. This is a geometry transformation, and it requires heavy-duty matrix multiplication. Typically, the program must multiply a 1x4 matrix of coordinates against a 4x4 transform matrix. It requires up to 16 multiplies and 12 additions for every vertex. (See the figure
"The Math Behind 3-D Graphics"
.)
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