Lesson 1: 3D Graphics Fundamentals
Textbook: Chapter One (pgs. 2 – 32)
Goals:
We begin the course by introducing the student to the fundamental mathematics necessary
when developing 3D games. Essentially we will be talking about how 3D objects in games ar
e
represented as polygonal geometric models and how those models are ultimately drawn. It is
especially important that students are familiar with the mathematics of the transformation
pipeline since it plays an important role in getting this 3D geometry into a displayable 2D
format. In that regard we will look at the entire geometry transformation pipeline from model
space all the way through to screen space and discuss the various operations that are necessary
to make this happen. This will include discussion of transformations such as scaling, rotations,
and translation, as well as the conceptual idea of moving from one coordinate space to another
and remapping clip space coordinates to final screen space pixel positions.
Key Topics:
• Geometric Modeling
o 2D/3D Coordinate Systems
o Meshes
Vertices
Winding Order
• The Transformation Pipeline
o Translation
o Rotation
o Viewing Transformations
o Perspective Projection
o Screen Space Mapping
Projects: NONE
Exams/Quizzes: NONE
Recommended Study Time (hours): 5 - 7
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