3D Math Course

I have begun to upload to youtube a 3D Math Course I was working on some months ago. The plan is to learn new stuff about the 3D math used mostly in Computer Graphics and upload new videos explaining them. I am recording them in Spanish only. The topics covered for now are the following:

1 – Cartesian Coordinates and Number Systems

2 – Trigonometry

3 – Point and Vector – Part 1

4 – Point and Vector – Part 2

5 – Multiple Coordinate Spaces

6 – Matrix Basics

7 – Matrix Multiplication

8 – Matrix Determinant

9 – Matrix Inverse

10 – Scale Matrix

11 – Orthographic Projection Matrix

12 – Reflection Matrix

13 – Shearing Matrix

14 – Translation Matrix

15 – Rotation Matrix

16 – Euler Angles

 

How can I find the pixel space coordinates of a 3D point – Part 1 – Space Transformations + Homogeneous Space Coordinates

Recently, I felt I needed to improve my knowledge about perspective projection matrix and depth buffer, so I think a good idea is to write some posts explaining the doubts I had and the sources I read to evacuate them. This could be useful for others and a good reference for me.

I am a DirectX user, so all I will describe here is related to that API. OpenGL/Vulkan is similar, but I am not going to mention/explain them.

Continue reading “How can I find the pixel space coordinates of a 3D point – Part 1 – Space Transformations + Homogeneous Space Coordinates”

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