Mathematics for 3D Game Programming and Computer Graphics – Vectors

Vectors are of fundamental importance in any 3D game engine. They are used to represent points in space, such as the locations of objects in a game or the vertices of a triangle mesh. They are also used to represent spatial directions, such as the orientation of the camera or the surface normals of a … Continue reading Mathematics for 3D Game Programming and Computer Graphics – Vectors

Mathematics for 3D Game Programming and Computer Graphics – The render pipeline

This chapter provides a preliminary review of the rendering pipeline. It covers general functions, such as vertex transformation and primitive rasterization, which are performed by modern 3D graphics hardware. Readers who are familiar with these concepts may safely skip ahead. We intentionally avoid mathematical discussions in this chapter and instead provide pointers to other parts … Continue reading Mathematics for 3D Game Programming and Computer Graphics – The render pipeline