x = x1 x2 x3 is ¯ x = x1 x4 x2 x4 x3 x4 x4 . Most of the time, when you have a 3D point that you want to represent in homogeneous coordinates, you will write it as ¯ x = x1 x2 x3 1 , that is, x4 = 1. Homogenous coordinates represent 4D points. The fourth coordinate is called the w-coordinate. When we form a 3D point from a homogeneous point, we divide each coordinate by the w-coordinate, x ≈ ¯ x = x1 x4 /x4 x2 x4 /x4 x3 x4 /x4 x4 /x4 = x1 x2 x3 1 . We use the ≈ sign and say that “x corresponds to ¯ x.” Commonly we think of the 3D point corresponding to the 4D point with w = 1. Although, all points on a line through the origin are considered to be equivalent. In other words, there are many homogeneous representations of the same (affine) 3D point. This idea is more easily understood (and sketched) by considering the homogeneous form of a 2D point, which is a 3D point. All points with z = 1 are affine points. Homogeneous coordinates serve two purposes in computer graphics: 1. A notation that allows an affine map (A and p) to be consolidated into one matrix. 2. A representation for a perspective projection in matrix form. In OpenGL, matrices are the cornerstone of the mathematics of the pipeline: e.g., the modelview and projection matrices. Both of these matrices are 4×4 in size, and they arranged such that a11 a12 a13 p1 a21 a22 a23 p2 a31 a32 a33 p3 0 0 0 1 6