3D Graphics for Dummies
summary
A hand-rolled C++ matrix library and software rasterizer demonstrates the actual pipeline: 4x4 transforms, vertex pooling, depth buffer, scanline rasterization and texture mapping. The demo runs single‑threaded 28 FPS ~91M pixels/s on a laptop, uses floats not doubles, and deliberately avoids GPU and off‑the‑shelf engines (no GPU or external libs). It exposes a measurable artifact — a perspective interpolation bug (wobble/stretch) — shows how matrices combine, and proves the renderer works end‑to‑end.
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chapters (28)
- 0:00Start
- 4:17Teapot
- 8:20World Space
- 10:00Points and Vectors
- 12:26Normalizing
- 13:07Matrix Operations
- 13:18Mesh Operations
- 14:06Matrix
- 15:46Mesh
- 16:41Global Operators
- 17:38Meshes
- 19:53Field of View
- 20:12Screen Transform
- 20:49Matrix Multiply
- 21:49Translation
- 22:00Rotation
- 22:39Transformation Pipeline
- 23:50World Matrix
- 25:08Multiply Math Order
- 26:00View Matrix
- 27:29Creating the View Matrix
- 29:18Image Depth Buffer
- 30:53Shadows
- 32:51Rasterization
- 45:39Depth Buffer
- 47:54Which Graphics Engine Am I Using To Render to the Screen
- 50:16Camera Position and Perspective
- 52:16Optimizations of Smoothing Out the Rotation
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