3/20/2024 0 Comments Graph art in desmos![]() The first three components will be the x, y, and z of the point as you would expect. Although our points are all three-dimensional, we actually will be using four-dimensional vectors to represent them. We'll use vectors to represent the points of our model. But here's my whirlwind summary of the parts we'll be using: You really should watch those videos they explain the basics far better than I can. For what we're doing, you only need the information from the first four videos, which should take you less than an hour to get through. If you've never encountered vectors before, the best way to get up to speed is 3blue1brown's excellent Essence of Linear Algebra series on Youtube. In our case, we use vectors to represent the points of our model and matrices to represent ways of transforming them. Graphics math is all about vectors and matrices. Now let's get into the nitty-gritty of how to do this. The camera will have its own position and rotation, plus some camera-specific stuff like a field of view. We're also going to have a camera, which defines the point of view of the image. (In my renderer, I only have controls for rotation.) The model can have its own position and rotation in the scene that we're going to render. For me, the model is just a list of points in 3D space. We're going to have a model to render, like the cube in my example. Before we can dig into the details of each transformation, though, we need to look at the big picture. We want to take a set of points in 3D space and move, rotate, stretch, and flatten them until they're all where we want them in a 2D image. In this article I want to give a more detailed breakdown of how it's done.īefore we get into Desmos itself, we need to cover the math of 3D rendering.Īt a high level, 3D rendering is just a long series of transformations. Making this happen pushed the features of Desmos to the absolute limit.
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