>[!note] >Review lecture for [[../Digipen/CS300F25|CS300F25]]. The three most fundemental objects when talking about computer graphics are: ### [[../Math/Point|Points]] & [[../Math/Vector|Vectors]] - [[Vertex]], location, [[../Math/Normal Vector|Normal]], direction, etc $p= \mat{x\\y\\z}= \mat{x & y & z}^\intercal $ ### [[../Math/Matrix|Matrices]] - [[../Math/Function|Transformation]], [[Perspective Projection|Projection]], [[../Math/Function|mapping]]. In the math community the default representation is 'row major', but for OpenGL/GLSL we use column major. During lectures, we will follow *row major* unless specified otherwise. In the math communtiy indices are typically on a range $[1, n]$, while in the programming community it is typically $[1,n)$. >[!question] >Is it possible for $\lvert \vec v_{1} \times \vec v_{2} \rvert = 1$ if $\lvert \vec v_{1} \rvert = \lvert \vec v_{2}\rvert=1$? >>[!check]- Solution >>No. [[../Math/Matrix Product|Matrix Products]] are [[Commutative|non-commutative]]. ### [[Triangle|Triangles]]