Intro to 3D Graphics
summary
A compact C++ renderer replaces Unity/Unreal: 1,500 lines produce a 56k executable that implements 4x4 matrix transforms, model→world→view→screen pipeline, rasterization, per-pixel depth buffer and texture mapping without a GPU. It runs single-threaded at about 30 million pixels per second (~30 FPS at 1080p), demonstrates the perspective interpolation error (derivative discontinuity), shows simple fixes, and sketches tradeoffs and multithreading approaches for rasterization and memory-copy costs.
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chapters (13)
- 0:00Introduction to 3D concepts
- 5:42Points, vectors, and matrices
- 9:18Programming 3D math structures
- 12:08Matrix transformation operations
- 16:14Combining transformations
- 18:29Meshes and surfaces
- 22:27Coordinate space pipelines
- 26:38Viewports and projection
- 33:11Mapping textures and windings
- 37:13Rasterization and depth buffers
- 43:38Handling perspective errors
- 48:14Demo and visualization
- 55:49Optimizations and conclusion
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