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In this article, I will analyze and compare three rendering algorithms: Forward Rendering Deferred Shading Forward+ (Tiled Forward Rendering) Introduction Forward rendering works by rasterizing each geometric object in the scene. During shading, a list of lights in the scene is iterated to determine how the geometric object should be lit. This means that every geometric object has to consider ever
In this article, I will attempt to explain how to construct the view matrix correctly and how to use the view matrix to transform a model’s vertices into clip-space. I will also try to explain how to compute the camera’s position in world space (also called the Eye position) from the view matrix. Introduction Understanding how the view matrix works in 3D space is one of the most underestimated co
In this article I will attempt to explain the concept of Quaternions in an easy to understand way. I will explain how you might visualize a Quaternion as well as explain the different operations that can be applied to quaternions. I will also compare applications of matrices, euler angles, and quaternions and try to explain when you would want to use quaternions instead of Euler angles or matrices
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