We in [computer graphics rendering principle of this article] can understand the 'terminal device graphics rendering line' and 'screen image display principle'; Next, we will...
This paper gives a brief introduction to the principles of computational graphics rendering from a relatively low-level perspective, so as to provide knowledge reserve for...
In the previous article, we had the vertical foot from point to line. The so-called distance is actually the vector length (modulus length) from the...
1. Create 2-dimensional bounding box of triangles 2. Traverse all pixels within this bounding Box (using its integer index). Then, use the screen space coordinates...
Editor's note: This is a long article about 3D interactive development. It will start from the basics and explain ant Financial's exploration road in 3D...
In short, 3D Computational Geometry is an algorithm for calculating geometric positions and relationships in 3D space, such as the distance from a point to...
From the beginning, we encountered computational accuracy problems. In the previous code, when we encountered the need to determine whether points coincide, whether vectors are...
Nearest neighbor interpolation is the simplest interpolation method. Instead of calculating the average value according to some weighting criteria or generating the intermediate value according...
In the nearest interpolation algorithm, the target pixel value is determined by a single pixel on the source graph. In the bilinear interpolation algorithm, the...
In PBRT, left-handed coordinate system is used, including the dedness transformSwapsHandedness indicates whether the coordinate system is changed in transformation. Why do I need to...
Two bodies intersect if and only if their Minkowski difference contains the origin. This is equivalent to iterating within the Minkowski difference to form a...
Objective to continue the previous chapter, this time mainly to triangular surface as the basic pixel organization vertex, and its raster processing, and then to...
Why learn rendering pipelines? Before I studied computer graphics, I was curious about how to represent three-dimensional objects in the real world on a two-dimensional...