Difference between revisions of "3D Fundamentals Tutorial 2"

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(Video)
(Video)
Line 18: Line 18:
 
* Choosing a coordinate system [https://youtu.be/HV1ZGyiY5C8?t=7m37s 7:37]
 
* Choosing a coordinate system [https://youtu.be/HV1ZGyiY5C8?t=7m37s 7:37]
 
:* We choose a Left Handed coordinate system
 
:* We choose a Left Handed coordinate system
:* And start with defining world space (=object space for now) and screen space
+
:* And start with defining World Space (=object space for now) and Screen Space
* Setting up world space [https://youtu.be/HV1ZGyiY5C8?t=10m08s 10:08]
+
* Setting up a World Space (we'll all it Pube Space) [https://youtu.be/HV1ZGyiY5C8?t=10m08s 10:08]
 
:* We set the Origin (0,0,0) of world space in the middle of the screen
 
:* We set the Origin (0,0,0) of world space in the middle of the screen
 
::- This makes for better (easier) scaling
 
::- This makes for better (easier) scaling
 
:* We will use NDC (Normalized Device Coordinates)
 
:* We will use NDC (Normalized Device Coordinates)
::- Meaning: we don't use pixel values, but normalized values relative to screen size (e.g. x=1.0 means far right end of screen, x=-1.0 for far left end of screen
+
::- Meaning: we don't use pixel values, but normalized values relative to screen size  
 +
::- (e.g. x=1.0 means far right end of screen, x=-1.0 for far left end of screen
 
::- Main advantage: become independent from screen size
 
::- Main advantage: become independent from screen size
 
::- Note: Direct 3D and OpenGL use NDC
 
::- Note: Direct 3D and OpenGL use NDC
 
+
:* We will use the Pre-Clip 3D space definition: z=1.0 indicates half cube depth
 +
* Transforming vertices from Pube Space to Screen Space [https://youtu.be/HV1ZGyiY5C8?t=14m01s 14:01]
 +
:* Introducing the <code>PubespaceTransformer</code> class
  
  

Revision as of 05:58, 24 April 2020

In this video we lay the groundwork needed to represent and transform positions and 3D space, we define the relationship between our 3D space and the screen coordinates, and we setup a data structure to hold our test cube geometry.

Video

The tutorial video is on YouTube here.


  • Fix an error in Mat2.h (vector * Matrix multiplication) 0:16
  • Introducing 3D space 1:57
  • Implementing the Vec3 class 3:19
  • Inherits from Vec2 (z-component added)
  • Overload all operators for 3D
  • Advantage of inheritence here: enables passing Vec3s into functions that accept Vecc2& references
  • Calculating the length of a 3D vector (i.e., in R3) 4:57
  • The Mat3 3D Matrix class 5:57
  • Choosing a coordinate system 7:37
  • We choose a Left Handed coordinate system
  • And start with defining World Space (=object space for now) and Screen Space
  • Setting up a World Space (we'll all it Pube Space) 10:08
  • We set the Origin (0,0,0) of world space in the middle of the screen
- This makes for better (easier) scaling
  • We will use NDC (Normalized Device Coordinates)
- Meaning: we don't use pixel values, but normalized values relative to screen size
- (e.g. x=1.0 means far right end of screen, x=-1.0 for far left end of screen
- Main advantage: become independent from screen size
- Note: Direct 3D and OpenGL use NDC
  • We will use the Pre-Clip 3D space definition: z=1.0 indicates half cube depth
  • Transforming vertices from Pube Space to Screen Space 14:01
  • Introducing the PubespaceTransformer class


  • ...

Downloads

The GitHub repository for the tutorial code is here.


See also