3d
There's a total of 10 articles.
Quaternions
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Culling & Clipping
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The math behind culling and clipping and how it’s related with the camera and with what it sees.
- Culling is a process where geometry that’s not visible from the camera is discarded to save processing time.
- Clipping is a process that removes parts of primitives that are outside the view volume (clipping against the six faces of the view volume).
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Transformation matrix to transform objects from NDC coordinates to screen coordinates (viewport transform)
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One matrix transformation in the 3D to a 2D transformation pipeline is the viewport transform where objects are transformed from normalized device coordinates (NDC) to screen coordinates (SC).
In short it's the transformation of numbers in the range [-1, 1] to numbers corresponding to pixels on the screen, which is a linear mapping computed with linear interpolation.
In this article I cover the math behind the generation of the viewport transformation matrix.
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Transformation matrix for projection of 3D objects into a 2D plane (projection transform)
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In Computer Graphics 3D objects created in an abstract 3D world will eventually need to be displayed in a screen, to view these objects in a 2D plane like a screen objects will need to be projected from the 3D space to the 2D plane with a transformation matrix.
In this article I cover two types of transformations: Orthographic projection and Perspective projection and analyze the math behind the transformation matrices.
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Transformation matrix to transform 3D objects from World Space to View Space (View transform)
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One matrix transformation in the 3D to a 2D transformation pipeline is the view transform where objects are transformed from world space to view space. a transformation matrix.
In this article I cover the math behind the generation of this transformation matrix.
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Translating objects with a Transformation Matrix
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Shearing objects with a Transformation Matrix
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Introduction to rotation for computer graphics
The basics of rotation in 2d and 3d for computer graphics with a focus on 3d rotation about cardinal axes and 3d rotation with quaternions.
For quaternions, please also look at https://eater.net/quaternions amazing animations!
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Scaling objects with a Transformation Matrix
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Transformation matrix
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