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3DICA: Table of Contents

eZine's profile picture
Published in 
3DICA
 · 26 Nov 2023

* A C source treating the subject included

0 General Things

  • 0.0 LICENSE AGREEMENT
    • 0.0.1 DISCLAIMER
    • 0.0.2 LIMITED WARRANTY
    • 0.0.3 Seriously
    • 0.0.4 3dica careware -- what does that mean?

  • 0.1 Authors, Greets, etc.
    • 0.1.1 Ica
    • 0.1.2 Chem
    • 0.1.3 Hubris Productions
    • 0.1.4 Thanks for help
    • 0.1.5 Greets
    • 0.1.6 Thanks for support

  • 0.2 About the Document
    • 0.2.1 Where can I get the newest version of 3dica?
    • 0.2.2 What has happened since the last version?
    • 0.2.3 Features to be added

  • 0.3 3D Terms etc.
  • 0.4 FAQ
  • 0.5 Recommended References
  • 0.6 A Quick Introduction to Radians

1 Vector and Matrix Algebra

  • 1.1 Vectors
    • 1.1.1 General
    • 1.1.2 Vector equation
    • 1.1.3 Vector length *
    • 1.1.4 Vector addition
    • 1.1.5 Dot product *
    • 1.1.6 Vector projection
    • 1.1.7 Cross product *
    • 1.1.8 Scalar triple product

  • 1.2 Matrices
    • 1.2.1 General
    • 1.2.2 Matrix operations
      • 1.2.2.1 Addition
      • 1.2.2.2 Multiplying by a scalar *
      • 1.2.2.3 Multiplication *
      • 1.2.2.3.1 Multiplying by a vector *
      • 1.2.2.4 Transposition

2 3D Geometry

  • 2.1 The Relationship Between 2D and 3D Worlds *
  • 2.2 The Matrix Technique -- Foreword
  • 2.3 Rotating the Object Matrix*
    • 2.3.1 Rotating about an arbitrary vector

  • 2.4 The Camera *
    • 2.4.1 Deriving the camera matrix from a vector
    • 2.4.2 B-Splines

  • 2.5 Transforming a Vertex by the Object Matrix*
  • 2.6 Hierarchical Transformations
  • 2.7 Inverse Transformations

3 Polygon Fillers

  • 3.1 Flat Triangle *
    • 3.1.1 Fixed point *

  • 3.2 Gouraud Triangle *
  • 3.3 Texture Triangle *
    • 3.3.1 The idea of perspective correction *
    • 3.3.2 Fitting a texture onto an object *
    • 3.3.3 Bilinear filtering

  • 3.4 Texturing + Shading *
  • 3.5 The Idea of Convex Polygons

4 Sorting

  • 4.1 Z-Sorting *
  • 4.2 Z-Buffer *
  • 4.3 BSP-Tree
    • 4.3.1 The main idea
    • 4.3.2 Required formulas
    • 4.3.3 Hints

  • 4.4 S-Buffer

5 Shading

  • 5.1 Flat Shading 5.1.1 Z-Flat
    • 5.1.2 Lambert Flat *

  • 5.2 Gouraud Shading
    • 5.2.1 Z-Gouraud
    • 5.2.2 "Real" Gouraud *

  • 5.3 Phong Shading
    • 5.3.1 Phong Illumination *
    • 5.3.2 Environment mapping *
    • 5.3.3 "Real" Phong *

  • 5.4 Light Source Handling
    • 5.4.1 Freely moving light sources
    • 5.4.2 Spotlights
    • 5.4.3 Light attenuation

6 Hidden Face Removal

  • 6.1 Backface Culling *
  • 6.2 View Cone *
    • 6.2.1 3D clipping

  • 6.3 Portals

7 Some Other Nice Things

  • 7.1 Frame skipping
  • 7.2 Optimizing in Assembly
  • 7.3 Palette Quantisizing
    • 7.3.1 What is it actually?
    • 7.3.2 Local K Mean
      • 7.3.2.1 An abstract approach
      • 7.3.2.2 A more technical approach

    • 7.3.3 Median Cut
      • 7.3.3.1 The definition
      • 7.3.3.2 The algorithm
      • 7.3.3.3 Implementation hints

8 Utterly Important Crap

  • 8.1 An Effective Algorithm for Generating Torus Objects
  • 8.2 Phong Illumination Model Using Gamma Approximation and Evenly Hashed Gaussian Distribution not Forgetting LaRusse Fireclouds
  • 8.3 Coding Tips by our Graphician
  • 8.4 How to code your own Hubris-membah -Tamagotchi

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