Jump to content
  • Advertisement
Sign in to follow this  
schupf

Mathematics of the Rendering Pipeline

This topic is 3706 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi! I am searching a good (!) tutorial/documentation/explanation of the mathematics of the rendering pipeline. It should cover the world, view, projection matrix (and explain why they look like they look) and the viewport mapping. It would be perfect if the tutorial focus on direct3d, but its not a requirement. I have found tons of slides about the pipeline, but they are all from a high level view. They just say "this is the projection matrix, this is the view port matrix" and so on. But im interested in a in depth explanation of the maths. Thanks!

Share this post


Link to post
Share on other sites
Advertisement
The OpenGL red book has, hands down, the best description of the transformations involved in scanline rendering I've ever seen. I recommend it to all my students. Note that the full version of the explanation is only present in the 1.3 version onward.

Share this post


Link to post
Share on other sites
"Essential mathematics for games & interactive simulations" (ISBN 155860863X) also contains various in-depth chapters on the subject and it covers all kinds of other handy subjects to boot. I heartily recommend this book, if that holds any value [smile]

Share this post


Link to post
Share on other sites
The "Mobile 3D Graphics: with OpenGL ES and M3G" book has a short introduction to the mathematics.

Share this post


Link to post
Share on other sites
"Tricks of the 3D Game Programming Gurus By Andre' LaMothe" Covers In Depth on the subject of Software Rendering on today's hardware. Cannot recommend it enough.

Share this post


Link to post
Share on other sites
http://msdn.microsoft.com/en-us/library/bb206260(VS.85).aspx

Share this post


Link to post
Share on other sites
Check out Dave Eberly's website: Geometric Tools. The source code is free, so if you can dig through it it's a free resource. (it's pretty clean code, give it a shot...)

This book has the software details and a good description of the software rendering pipeline.

Hope that helps!

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!