Welcome to 3D
summary
Explains how the GL pipeline actually maps vertices through matrices into clip space and into pixels with vertex and fragment shaders, shows why rasterization is the real‑time workhorse GPUs are built for and how path tracing trades accuracy for speed, and demonstrates a WebGL path tracer demo that runs interactively with adjustable aperture and focal length. Gives concrete numbers for offline rendering like Toy Story taking 2 to 15 hours per frame and ~140,000 frames, and covers materials, bump maps and UV mapping with practical examples.
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chapters (21)
- 0:00Introduction
- 4:09Basic idea
- 5:11Ray tracing
- 7:37Global illumination
- 10:18What rasterization does
- 10:50Rendering equation
- 11:27Coordinates
- 12:14Vertex
- 13:00Matrix Multiplication
- 13:51homogeneous coordinates
- 14:30geometry
- 15:38object
- 16:38scene
- 18:01teapots
- 19:17perspective
- 20:52rendering algorithm
- 21:52vertex shader
- 22:43attributes
- 23:09primitive assembly
- 23:32fragment shader
- 23:58materials








