3D Rendering, the Grand Illusion Explained
summary
Covers how 3D rendering turns vertex/triangle lists into pixels using matrix transforms (object→world, world→camera/projection), normalization for resolution, and rasterization that interpolates attributes. Shows a 4,823‑vertex model exported from tools like Maya/Blender into GPU shaders (C‑like vertex and fragment programs), and explains textures/normal maps, ambient+diffuse+specular lighting, and post‑processing (anti‑aliasing).
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chapters (11)
- 0:00Introduction
- 0:41Presentation
- 1:303D Object
- 1:43Vertex
- 3:05Object Space
- 4:14Camera Space
- 7:22Color
- 7:58Texture
- 8:58Lights
- 10:29Materials
- 11:28Conclusion
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