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Rendering

Last updated Jan 11, 2023 Edit Source

# Projective Rendering

  1. For each triangle of the object/mesh
    1. Project its vertices onto the screen
    2. For each pixel in the triangle on the screen
      1. Compute the colour

Utilizes parallelism to take advantage of SIMD (GPUs are fast at this!)

# Raytracing

  1. For each pixel in the image
    1. Generate a ray
    2. For each triangle
      1. Test intersection of triangle and ray
    3. Compute colour based on closest object

# Coordinate Systems

Which way is up?

  1. Y is up
  2. Z is up

Can also either be (imagine both of the following where X is thumb, Y is pointer, Z is middle)

  1. Left-handed
  2. Right-handed