updated: 2025-01-10_14:21:43-05:00


Using the following book as a base:

Basics

  • z-buffer essential to proper back to front border
  • Geometric manipulation used in graphics pipeline largely accomplished in 4d coordinate space with fourth homogeneous coordinate that helps with perspective
    • manipulated using matrices and vectors

IEEE Floating point standards

  • $\infty$, $-\infty$, $NaN$

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  • NaN arithmetic = NaN, boolean = false

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Design Considerations

  • Efficiency: memory access more important than operation counts now
  • Some essential classes:
    • vector2 (x,y)
    • vector3 (x,y,z)
    • hvector (homogeneous vector with four components)
    • rgb
    • transform (4x4 matrix)
    • image (2d array of rgb)