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#direct3d#opengl#rasterization

3D Programming Fundamentals [Introduction] Tutorial 0

ChiliTomatoNoodle

73K subscribers • 2 videos on Hallway

YouTube
  • Recommended by 2 people: 2 in engineering communities.
  • A classic. People kept recommending it from 2019 to 2023.
  • Presented by Chili
  • May be out of date. Uploaded 10 years ago, in an area where tools change fast.

Beginner. No background in the topic needed.

97K views10 years ago2 recommendations

Graphics and audioGame developmentRenderingGame programming

Chili introduces his tutorial series on the fundamentals of 3D graphics theory and software rasterization.

This series teaches the fundamentals of 3D graphics theory. This intro video explains the goals and the topics of the series, as well as what skills are needed to follow along. Tutorial wiki page: wiki.planetchili.net/index.php?title=3D_Fundamentals_Tutoria… Support my work! patreon.com/planetchili twitter.com/planetchili planetchili.net/

Why it's here

2 people recommend this

What people say. Engineers recommend this series for learning the fundamentals of 3D graphics, rasterization, and software renderer pipeline design.

u/s0llyin r/programming • Recommends

On “Real 3D Engine - programmed via Excel formulae!! (model in comments)”

…or from an .obj file (the .obj file importing is a manual, albeit very quick, process which could easily be automated). 3. Triangles need to be split into "simple" triangles, that have flat horizontal lines as one of their lines (this part of the process is very well explained by Chili in his 3d fundamentals series that this model is based off of: link to this video 4. When doing the above, all the triangle information is transformed from "object space" to "world space" and ultimately to "camera / screen space". This is a fundamental part of 3d engine work. We get everything into screen space so that we can visualise it on our lovely little Excel "screen" - which is just an area made up from cells with…

u/s0llyin r/GraphicsProgramming • Recommends

On “Looking for a Mentor/Guide in Graphics Programming”

You need to read: "Real-Time Rendering 4th Ed." "OpenGL Programming Guide: The Official Guide to Learning OpenGL" (Red Book) And preferably some ray-tracing book. Nice start is "The Ray Tracer Challenge". Also, follow Chili's videos here: (try convert them into Rust, nice challenge): link to this video

u/s0llyin r/GraphicsProgramming • Recommends

On “Help for a beginner?”

If you want to look at ray tracing, besides what was said below, The Ray Tracer Challenge and Ray Tracing in One Weekend are both great resources. You can get something up and running quite quickly with the latter, so it oozes inspiration! And if you'd like to learn rasterization (traditional 3d techniques) Chili is your man (parental guidance advised): [video I've implemented this in Excel if you'd like to have a look - just goes to show how well he teaches it! [video

u/aurrecoin r/GraphicsProgramming • Recommends

Software Renderer Pipeline Design I see most people write their pipeline as a flat draw function that loops over each face and executes stages in succession. But in chili tomato noodle's 3D Fundamentals series ([video he chooses to make each stage a function that acts on one triangle and then calls the next stage on its outputs. I like the design of the latter better because it makes everything a lot clearer to me, but maybe the former uses less memory? Is there a rationale behind these choices-- would it be bad design to follow in the footsteps of chili?