Why are we using 4D to create 3D?

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  • เผยแพร่เมื่อ 27 ก.ค. 2024
  • Something different this time! Let's take a look at why 3d rendering actually uses 4x4 Matrices and 4d vectors.
    Join me, while I implement chapter by chapter from the book "The Ray Tracer Challenge" by Jamis Buck in Rust a language completely new to me.
    Come with me on the journey of learning the Rust programming language, while implementing a Ray Tracer in a Test driven fashion, to have fun and (hopefully) create some astonishing rendered graphics.
    Let's study the inner workings of a Ray Tracer, and take a look under the hood of the Rust language, while taking on this challenge on a weekly basis.
    All the code produced within this series is provided on github, for you to
    follow along.
    Github: github.com/jakobwesthoff/the_...
    The Ray Tracer Challenge (affiliate): amzn.to/3xVssbR
    Rust: www.rust-lang.org/
    Contents
    00:00 - Intro
    01:29 - Aren't 3 dimensions enough?
    02:52 - Using only 3x3 Matrices
    06:07 - Translating a Point in 3D Space
    08:03 - Introducing a 4th Column to the Matrix
    12:31 - The w Component of the Vector
    16:27 - Outro
    #3d #rendering #engine
  • วิทยาศาสตร์และเทคโนโลยี

ความคิดเห็น • 1

  • @cuserroro
    @cuserroro 2 ปีที่แล้ว

    schön erklärt. Danke!