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~1 min read3D Math
What 3D Renderers Solve
A 3D renderer turns a scene description (geometry + materials + lights + camera) into a 2D image.
Scene + Camera → Renderer → 2D Image
Two main approaches:
1. Rasterization (real-time graphics):
- For each triangle, figure out which pixels it covers.
- Compute color per pixel.
- Standard for games, GPUs.
2. Ray tracing (offline / modern hybrid):
- For each pixel, cast a ray into the scene.
- Find what it hits.
- Compute color (recursive for reflections).
- Standard for films, modern AAA hybrid (RTX).
Real engines:
- OpenGL / Vulkan / DirectX / Metal: GPU APIs.
- Unity / Unreal: full engine, abstracts API.
- Blender Cycles: production ray tracer.
- PBRT (Physically Based Ray Tracing): research engine + textbook.
- Three.js: browser 3D.
- Bevy: Rust + WGSL.
We'll cover the math + key algorithms. Note: full image rendering is hard to test via stdin/stdout (binary pixel comparison fragile). We test:
- Vector + matrix math.
- Ray-shape intersections.
- Triangle setup.
- Per-ray color calculations.
- Geometric transformations.
You can build the renderer alongside; tests verify the building blocks.
Reference: Real-Time Rendering (Akenine-Möller), Physically Based Rendering (Pharr), Scratchapixel.com.
Key concepts:
- Vertex: a 3D point.
- Triangle: 3 vertices.
- Mesh: collection of triangles.
- Material: how surfaces respond to light.
- Light: a light source.
- Camera: viewpoint + projection.
- Frame buffer: 2D pixel array.
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