Thu, Jun 9, 2016
Flat Shading
Flat shading is the simplest shading model. We cover the advantages/disadvantages and a simple implementation in GLSL.
Fri, Jun 3, 2016
Diffuse Shading
Diffuse shading is a technique to render the surface of objects that are not shiny. As an example, in the [picture (credits to Marc Kleen)](https://unsplash.com/photos/8hU6vtwY8l8), we see a real-life car with a matte coating, which we want to emulate using the Lambertian shading model.
Fri, Jun 3, 2016
Introduction to Surface Shading
Surface shading is a process to color a surface. In computer graphic applications, this is done to mimic how objects look in real life. This article covers the variables available in the rendering pipeline.
Tue, Apr 26, 2016
Quaternions
Quaternions are an alternate way to describe orientation or rotations in 3D space using an ordered set of four numbers. They have the ability to uniquely describe any 3D rotation about an arbitrary axis and do not suffer from a problem using Euler angles called gimbal lock.
Wed, Mar 16, 2016
Culling & Clipping
The math behind culling and clipping and how it's related to the camera and what it sees. - **Culling** is a process where geometry that’s not visible from the camera is discarded to save processing time. - **Clipping** is a process that removes parts of primitives that are outside the view volume (clipping against the six faces of the view volume).
Mon, Mar 14, 2016
Vector spaces
A vector space is a set whose elements are called "vectors" (denoted as $\v{v}$ or $\mathbf{v}$), which have two operations defined on them: addition of vectors and multiplication of a scalar by a vector. This article covers some examples of vector spaces, bases of vector spaces, and linear maps.
Tue, Mar 8, 2016
Transformation Matrix to Transform Objects from NDC Coordinates to Screen Coordinates (Viewport Transform)
One matrix transformation in the 3D to 2D transformation pipeline is the viewport transform, where objects are transformed from normalized device coordinates (NDC) to screen coordinates (SC). In short, it's the transformation of numbers in the range [-1, 1] to numbers corresponding to pixels on the screen, which is a linear mapping computed with linear interpolation. In this article, I cover the math behind the generation of the viewport transformation matrix.
Tue, Mar 8, 2016
Normals
A **normal vector** to a curve at a particular point is a vector perpendicular to the *tangent* vector of the curve at that point (also called a *gradient*).
Mon, Mar 7, 2016
Eigenvalues and eigenvectors
An eigenvalue represents how an object scales (or stretches/compresses) a particular direction (or eigenvector) when acted upon by the object. This article covers how to find these values in a square matrix, as well as their applicability in computer graphics.
Fri, Feb 26, 2016
Ray Tracing
Ray tracing is the process of identifying the color of all the pixels on a 2D screen by emitting rays from all the pixels, simulating how light travels in real life. This article covers the math for ray generation from each pixel for both orthographic and perspective cameras.
Fri, Feb 26, 2016
Rendering
Rendering is a process that takes as input a set of objects and produces as its output an array of pixels (image), each of which stores information about the color of the image at a particular point in a grid (determined by the target width and height).
Sun, Feb 14, 2016
Transformation Matrix for Projection of 3D Objects into a 2D Plane (Projection Transform)
In computer graphics, 3D objects created in an abstract 3D world will eventually need to be displayed on a screen. To view these objects on a 2D plane like a screen, objects will need to be projected from the 3D space to the 2D plane with a transformation matrix. In this article, I cover two types of transformations: orthographic projection and perspective projection, and analyze the math behind the transformation matrices.
Sat, Feb 13, 2016
Transformation Matrix to Transform 3D Objects from World Space to View Space (View Transform)
One matrix transformation in the 3D to 2D transformation pipeline is the view transform, where objects are transformed from world space to view space using a transformation matrix. In this article, I cover the math behind the generation of this transformation matrix.
Wed, Feb 10, 2016
Combining Matrix Transformations
Taking multiple matrices, each encoding a single transformation, and combining them
is how we transform vectors between different spaces. This article covers creating a
transformation matrix that combines a rotation followed by a translation, a translation
followed by a rotation, and creating transformation matrices to transform between different
coordinate systems.
Sat, Feb 6, 2016
Perspective Projection
Perspective projection is a fundamental projection technique that transforms objects in a higher dimension to a lower dimension. This transformation is usually used for objects in a 3D world to be rendered into a screen (a 2D surface). In the transformation, these objects give the realistic impression of depth. This article covers the math behind it and how to generate the transformation matrix to achieve the transformation.
Fri, Feb 5, 2016
Orthographic Projection
Orthographic projection is a fundamental projection technique that transforms objects in a higher dimension to a lower dimension. This transformation is usually used for objects in a 3D world to be rendered into a screen (a 2D surface) and in the process keeps parallel lines parallel in the lower dimension. This article covers the math behind it and how to generate the transformation matrix to achieve the transformation.
Fri, Feb 5, 2016
Translating Objects with a Transformation Matrix
We build different types of transformation matrices to translate objects along cardinal axes and arbitrary axes in 2D and 3D with matrix multiplication!
Fri, Feb 5, 2016
Euler Angles
Euler angles are a way to describe the orientation of a rigid body with three values. These values represent three angles:
- *Yaw* - Rotation around the vertical axis
- *Pitch* - Rotation around the side-to-side axis
- *Roll* - Rotation around the front-to-back axis
Fri, Feb 5, 2016
Shearing Objects with a Transformation Matrix
Shearing is a transformation that skews the coordinate space. The idea is to add a multiple of one coordinate to another.
Tue, Dec 15, 2015
Introduction to Rotation for Computer Graphics
The basics of rotation in 2D and 3D for computer graphics, with a focus on 3D rotation about cardinal axes and 3D rotation with quaternions. For quaternions, please also look at [https://eater.net/quaternions](https://eater.net/quaternions) for amazing animations!
Tue, Oct 20, 2015
Scaling Objects with a Transformation Matrix
We build different types of transformation matrices to scale objects along cardinal axes and arbitrary axes in 2D and 3D with matrix multiplication!
Thu, Oct 15, 2015
Transformation Matrix
A linear transformation can be represented with a matrix that transforms vectors from one space to another. Transformation matrices allow arbitrary transformations to be displayed in the same format. Also, matrices can be multiplied to enable [composition](../combining-transformations). This article covers how to think and reason about these matrices and the way we can represent them (row vectors vs. column vectors).
Thu, Oct 15, 2015
Coordinate systems and transformations between them
The position and orientation of an object in real life can be described with
direction and magnitude, e.g., the TV is 3 meters in front of me. While that description is good
for me, it might be that for someone else in a room, the TV is 5 meters to the right of that
person. Information about objects is given in the context of a reference frame.
Usually, in Computer Graphics, objects need to be expressed with respect to the camera frame.
This article covers why we need to have multiple reference frames and the math
needed to express objects in a different reference frame.