The Math behind (most) 3D games - Perspective Projection

The Math behind (most) 3D games - Perspective Projection

Brendan Galea

3 года назад

378,297 Просмотров

Ссылки и html тэги не поддерживаются


Комментарии:

@BrendanGalea
@BrendanGalea - 09.06.2021 01:00

For those of you who have been following the vulkan tutorial series, this video is a slight departure from the normal format. The coding portion for the tutorial will be released separately as soon as I’m finished. Future tutorials will return to the more typical structure, with code and theory interleaved. Enjoy!

Ответить
@Karmush21
@Karmush21 - 01.01.2024 13:39

Thank you so much for this video! Finally made me understand the perspective projection matrix

Ответить
@RogerValor
@RogerValor - 20.12.2023 15:50

never knew there is even so much more math beyond the math that my simulation itself needs, but it finally explains a lot

Ответить
@joyceji6400
@joyceji6400 - 09.12.2023 00:46

Amazing video to learn 3d projection!!

Ответить
@maksymvarivodin5985
@maksymvarivodin5985 - 06.12.2023 14:50

its a window with a moskito net

Ответить
@rehmansiddiqui4095
@rehmansiddiqui4095 - 03.12.2023 17:44

i just want to play the game 🥲🤌

Ответить
@MurderByProxy
@MurderByProxy - 01.12.2023 18:06

I’ve always been impressed by people who can break down problems and explain each step easily… loved the video and will have to see it 100 times more…

Ответить
@isshintheguy4172
@isshintheguy4172 - 30.11.2023 02:27

I have exactly no background in computer graphics, only linear algebra. Your video is masterful in its explanation. I find the tempo of your speech helps alot!

Ответить
@blender6895
@blender6895 - 23.11.2023 18:17

thanks for great explaination

Ответить
@vasalex9731
@vasalex9731 - 21.11.2023 15:13

Actually it is the Physics behind 3D games...

Ответить
@Mrchingchingdingding
@Mrchingchingdingding - 20.11.2023 09:03

There's a bit of black box math going on here to get those front face center origin coordinates. It is hard to understand the rest afterward when you start making reference to the concepts behind the later content 😅

Ответить
@abdullahpatel2120
@abdullahpatel2120 - 19.11.2023 17:50

Right...




Definitely understood what being said.

Ответить
@NeerajKumar-gk9kz
@NeerajKumar-gk9kz - 19.11.2023 16:13

Can you explain me what is purpose your channel

Ответить
@jungwisely1137
@jungwisely1137 - 19.11.2023 05:00

Great video, making LA way more interesting to me personally

Ответить
@soolydooly1234
@soolydooly1234 - 17.11.2023 09:12

finally a tutorial that actual explains the maths

Ответить
@r.d.6536
@r.d.6536 - 14.11.2023 21:56

Wow, thank you so much for explaining these topics so well!

Ответить
@kanyesouth9397
@kanyesouth9397 - 11.11.2023 20:24

Cs 101 first day be like

Ответить
@necoray1302
@necoray1302 - 11.11.2023 19:38

is that superhot on rtx 5090 4k ? )))0)0)))

Ответить
@animationmann6612
@animationmann6612 - 10.11.2023 18:21

This is a Beautiful Explanation

Ответить
@ArneChristianRosenfeldt
@ArneChristianRosenfeldt - 09.11.2023 17:25

So why again don’t ray tracers and casters (and doom) not have a near or far plane? Nonlinear is only for speed in the pixel shader. At the time OpenGL was born we did not even use much LoD. We want to move an object around and not have z fighting anywhere. Not when it is far away, nor when it is close. Floats restore most of the linearity.. if we increase the size of the mantissa for small numbers. Like with integers we would have leading 0 , but starting with the first 1 we use the nonlinear bits . ( no -1 to +1 z — what does it even mean? Never heard of a sign in parallel projection ( layers in a 2s game or GUI).

Ответить
@stalker200368
@stalker200368 - 09.11.2023 11:31

I dont understand anything

Ответить
@flameofthephoenix8395
@flameofthephoenix8395 - 08.11.2023 21:08

Great! I think I'll not watch it though; I've been for a few years just figuring this out mostly on my own, I don't really want to spoil anything for myself! I think I've figured out UV mapping or at least something akin to it, I figured that if you know which triangle a point is being projected from, then you can change the central point, in other words shift every 3d object's coordinates aside from Z position and reproject the point again, if you do this twice making sure that you're projecting to central positions such that the orthographic projection of the de-projected 3d point can't be on a line from the two 2d projected points, then you can now draw a line from the two projected positions to the point that was their central position, find the line intersection and you'll now have the X and Y coordinates of the de-projected point, all that's left is to simply figure the Z coordinate based on X and Y coordinates.

Ответить
@ammonwolfert
@ammonwolfert - 05.11.2023 19:55

I’m writing a rendering engine from scratch in C and this was exactly the resource I was looking for. Wonderful visualization and explanation!

Ответить
@dehrk9024
@dehrk9024 - 04.11.2023 13:57

This way too difficult i never went to college 😢🍍🧠

Ответить
@user-ot8bx4wi9r
@user-ot8bx4wi9r - 29.10.2023 13:34

thank you so much! better than prof

Ответить
@zabitaguliyeva9992
@zabitaguliyeva9992 - 22.10.2023 00:01

Great, which program did you use for preparing this tutorial?

Ответить
@xanderlinhares
@xanderlinhares - 19.08.2023 20:20

If you use the right-hand rule with X pointing to the right and Y pointing up, positive Z goes into the screen and -Z goes out. If that matches up, it is right-handed. Otherwise it is left.

Ответить
@pontosinterligados
@pontosinterligados - 17.08.2023 16:59

I have a 3x4 matrix obtained from a camera calibration method. The matrix includes the intrinsic and extrinsic of the camera but not really a model view projection matrix. How do I dare to convert this raw matrix into a 4x4 projection matrix?

Ответить
@MePeterNicholls
@MePeterNicholls - 16.08.2023 01:17

Ah the inverse square law can be found everywhere

Ответить
@Director414
@Director414 - 15.08.2023 12:06

Awesome video! Thanks a lot for this!

Ответить
@kubagrotowski
@kubagrotowski - 12.08.2023 23:51

i understood nothing

Ответить
@ksalarang
@ksalarang - 09.08.2023 21:35

i was lost on the orthographic projection matrix 😮‍💨

Ответить
@stef8776
@stef8776 - 07.08.2023 19:52

I’m working on a career change right now, going back to school in the near future for an MS in CS with hopes to be a graphics engineer. I’m reviewing all the prerequisite math right now so having an understanding of what kind of math I’ll need to learn in the future is very helpful. Even though I didn’t really understand 95% of this it was still a great video 😁

Ответить
@joaquinalvarez2830
@joaquinalvarez2830 - 21.07.2023 03:43

Amazing video but the "homogeneous coordinates to the rescue" part was what got me to click the button Like XD

Ответить
@reengineer2497
@reengineer2497 - 19.07.2023 07:29

thank you so much for the explanation. thanks to you I also understood new things about z-fighting.

Ответить
@australianoz
@australianoz - 18.07.2023 13:41

One question, the vertical field of view as you display considers the view center point to be at Y = 0 and not at h/2, thus theta is incorrect in your statement, or did i miss something? (Coming from a bloke who used to have to draw these projections on paper back in the early 80's).

Ответить
@dont-want-no-wrench
@dont-want-no-wrench - 18.07.2023 00:54

the amount of calculating it takes to do this boggles

Ответить
@sharaudramey9336
@sharaudramey9336 - 17.07.2023 16:49

Do you say "well, actually?"

Ответить
@user-gc6bb1tk9h
@user-gc6bb1tk9h - 16.07.2023 20:37

This is amazing!! I always wondered what was behind it, great Job!. Love your explanations man, you make the documentation easy S/o.

Ответить
@jemmrich
@jemmrich - 16.07.2023 07:46

Just wow. Fantastic explanation!

Ответить
@SecretXBL
@SecretXBL - 16.07.2023 05:33

Currently learning basic math, but I watched this whole video for some reason and I really hope that someday I can understand it.

Ответить
@kitstudent4446
@kitstudent4446 - 15.07.2023 01:25

why is the translation matrix 4x4 and not 3x3?

Ответить
@sto2779
@sto2779 - 14.07.2023 23:38

Nice, I can use these math for making LiDAR sensors.

Ответить
@adygadgets
@adygadgets - 13.07.2023 11:36

nice video really

Ответить