磁石

Pikuma - 3D Computer Graphics Programming 2026-3

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大小
10.8 GB
文件数
290
分类
视频
热度
80
最近活跃
5 小时前

文件列表

  • 110. Perspective Correct Interpolation.mp4233.8 MB
  • 2. How to Take this Course.mp44.5 MB
  • 3. Words of Encouragement.mp421.2 MB
  • 3D Graphics Programming from Scratch.txt4.9 KB
  • 4. Project Dependencies.mp485.0 MB
  • 5. A Quick Note for Windows Users.mp411.7 MB
  • 6. Project Folder Structure.mp413.8 MB
  • 7. The Compilation Flow.mp416.4 MB
  • 8. Working with Makefiles.mp412.3 MB
  • 9. Configuring Visual Studio on Windows.mp434.0 MB
  • 10. Creating an SDL Window.mp434.2 MB
  • 11. Rendering an SDL Window.mp471.7 MB
  • 12. Declaring a Color Buffer.mp4203.3 MB
  • 13. Allocating Memory and Freeing Resources.mp424.0 MB
  • 14. SDL Texture.mp478.8 MB
  • 15. Fullscreen Window.mp429.0 MB
  • 16. Exercise Drawing a Background Grid.mp430.8 MB
  • 17. Drawing a Background Grid.mp450.6 MB
  • 18. Exercise Drawing Rectangles.mp427.5 MB
  • 19. Creating a Function to Draw Rectangles.mp459.8 MB
  • 20. Defining Header Files.mp488.3 MB
  • 21. Coding New Header Files.mp446.5 MB
  • 22. The Draw Pixel Function.mp433.3 MB
  • 23. Vectors.mp472.7 MB
  • 24. Declaring a Vector Type.mp45.3 MB
  • 25. Review of C Structs.mp430.3 MB
  • 26. Array of Points.mp427.5 MB
  • 27. Orthographic Projection.mp444.6 MB
  • 28. Perspective Projection.mp469.2 MB
  • 29. Implementing the Perspective Divide.mp413.1 MB
  • 30. Coordinate System Handedness.mp413.9 MB
  • 31. Vector Transformations.mp446.0 MB
  • 32. Review of Sine Cosine and Tangent.mp440.5 MB
  • 33. Rotating Vectors.mp495.3 MB
  • 34. Vector Rotation Function.mp434.5 MB
  • 35. Proof of Angle Sine Addition.mp465.2 MB
  • 36. Proof of Angle Cosine Addition.mp428.0 MB
  • 37. Fixing our Game Loop Time Step.mp480.7 MB
  • 38. Using a Delay Function.mp431.5 MB
  • 39. Triangles and Meshes.mp450.3 MB
  • 40. Vertices and Triangle Faces.mp448.4 MB
  • 41. Triangle Edges.mp410.7 MB
  • 42. Line Equation.mp466.2 MB
  • 43. DDA Line Drawing Algorithm.mp4103.8 MB
  • 44. Coding a Function to Draw Lines.mp453.2 MB
  • 45. Dynamic Arrays.mp446.9 MB
  • 46. Dynamic Mesh Vertices and Faces.mp441.4 MB
  • 47. OBJ Files.mp466.3 MB
  • 48. Exercise Loading OBJ File Content.mp428.8 MB
  • 49. Loading OBJ File Content.mp473.2 MB
  • 50. Back-face Culling Motivation.mp436.8 MB
  • 51. Vector Magnitude.mp447.4 MB
  • 52. Vector Addition and Subtraction.mp429.4 MB
  • 53. Vector Scalar Multiplication and Division.mp48.2 MB
  • 54. Vector Cross Product.mp450.1 MB
  • 55. Finding the Normal Vector.mp448.9 MB
  • 56. Dot Product.mp477.3 MB
  • 57. Back-face Culling Algorithm.mp433.3 MB
  • 58. Back-face Culling Code.mp470.9 MB
  • 59. Vector Normalization.mp475.2 MB
  • 60. Triangle Fill.mp450.5 MB
  • 61. Flat-Bottom & Flat-Top Technique.mp436.1 MB
  • 62. Activity Find Triangle Midpoint.mp432.5 MB
  • 63. Solution to the Triangle Midpoint.mp461.6 MB
  • 64. Coding the Triangle Midpoint Computation.mp430.4 MB
  • 65. Flat-Bottom Triangle Algorithm.mp469.7 MB
  • 66. Flat-Bottom Triangle Code.mp449.7 MB
  • 67. Flat-Top Triangle Algorithm.mp438.9 MB
  • 68. Flat-Top Triangle Code.mp430.2 MB
  • 69. Avoiding Division by Zero.mp420.8 MB
  • 70. Different Rendering Options Solution.mp452.8 MB
  • 71. Colored Triangle Faces.mp451.8 MB
  • 72. Painter's Algorithm.mp454.1 MB
  • 73. Coding a Sorting Function.mp471.3 MB
  • 74. Matrices Overview.mp487.6 MB
  • 75. Matrix Operations.mp482.4 MB
  • 76. Properties of Matrix Multiplication.mp460.9 MB
  • 77. Examples of Matrix Multiplication.mp452.1 MB
  • 78. 2D Rotation Matrix.mp449.8 MB
  • 79. 3D Matrix Transformations.mp463.5 MB
  • 80. 3D Scale Matrix.mp467.7 MB
  • 81. Matrix Typedef.mp419.6 MB
  • 82. Scale Matrix Code.mp452.4 MB
  • 83. 3D Translation Matrix.mp462.2 MB
  • 84. Translation Matrix Code.mp418.1 MB
  • 85. 3D Rotation Matrices.mp467.1 MB
  • 86. Rotation Matrix Code.mp430.5 MB
  • 87. The World Matrix.mp472.0 MB
  • 88. Order of Transformations.mp410.8 MB
  • 89. Translation is Not a Linear Transformation.mp470.0 MB
  • 90. Defining a Projection Matrix.mp4101.6 MB
  • 91. Populating our Perspective Projection Matrix.mp470.9 MB
  • 92. Coding the Perspective Projection Matrix.mp484.0 MB
  • 93. Exercise Projecting Negative Values.mp418.9 MB
  • 94. Projecting Negative Values.mp445.5 MB
  • 95. Row-major and Column-major Orders.mp460.8 MB
  • 96. Flat Shading.mp4117.1 MB
  • 97. Coding Flat Shading & Light.mp487.3 MB
  • 98. Smooth Shading Techniques.mp465.2 MB
  • 99. Inverted Vertical Screen Values.mp428.9 MB
  • 100. Texture Mapping.mp4101.3 MB
  • 101. Representing Textures in Memory.mp496.1 MB
  • 102. Texture Typedef.mp480.0 MB
  • 103. Textured Triangles.mp431.2 MB
  • 104. Textured Flat-Bottom Triangle.mp4109.2 MB
  • 105. Textured Flat-Top Triangle.mp431.0 MB
  • 106. Barycentric Coordinates.mp4137.9 MB
  • 107. Barycentric Weights (α, β, γ).mp4118.7 MB
  • 108. Function to Compute (α, β, γ).mp445.7 MB
  • 109. Visualizing Textured Triangles.mp494.2 MB
  • 1. Introduction and Learning Outcomes.mp464.1 MB
  • 111. PS1 Games and Affine Texture Mapping.mp47.8 MB
  • 112. Perspective Correct Interpolation Code.mp4125.8 MB
  • 113. Inverted Cube UV Coordinates.mp421.7 MB
  • 114. Decoding PNG Files.mp476.6 MB
  • 115. Loading PNG File Content.mp473.6 MB
  • 116. Freeing PNG Textures.mp44.3 MB
  • 117. Loading OBJ Texture Attributes.mp4107.5 MB
  • 118. Preventing Texture Buffer Overflow.mp445.4 MB
  • 119. Visualizing Textured OBJ Models.mp432.0 MB
  • 120. Z-Buffer.mp481.8 MB
  • 121. Z-Buffer Code.mp469.4 MB
  • 122. Exercise Z-Buffer for Filled Triangles.mp427.1 MB
  • 123. Implementing a Z-Buffer for Filled Triangles.mp433.7 MB
  • 124. A Discussion on Dynamic Memory Allocation.mp4114.6 MB
  • 125. Camera Space.mp4126.0 MB
  • 126. Look At Camera Model.mp478.4 MB
  • 127. Look At Transformations.mp4117.7 MB
  • 128. The LookAt Function.mp454.6 MB
  • 129. Coding the LookAt Function.mp474.8 MB
  • 130. Variable Delta-time.mp432.1 MB
  • 131. A Simple FPS Camera Movement.mp458.9 MB
  • 132. Coding a Simple FPS Camera Movement.mp490.6 MB
  • 133. Frustum Clipping.mp479.3 MB
  • 134. Planes.mp434.3 MB
  • 135. Exercise Right Frustum Plane Point & Normal.mp429.0 MB
  • 136. Defining Frustum Planes Points & Normals.mp4171.6 MB
  • 137. Initializing an Array of Frustum Planes.mp432.4 MB
  • 138. Defining Points Inside and Outside Planes.mp455.3 MB
  • 139. Intersection Between Line & Plane.mp4153.9 MB
  • 140. Clipping a Polygon Against a Plane.mp4130.4 MB
  • 141. Polygon Typedef.mp4102.6 MB
  • 142. A Function to Clip Polygon Against Planes.mp4125.2 MB
  • 143. Coding the Function to Clip Polygons Against Planes.mp4102.7 MB
  • 144. Converting Polygons Back Into Triangles.mp438.4 MB
  • 145. Visualizing Clipped Triangles.mp474.6 MB
  • 146. Horizontal & Vertical FOV Angles.mp452.2 MB
  • 147. Clipping Texture UV Coordinates.mp4113.0 MB
  • 148. Clipping Space.mp4136.5 MB
  • 149. Working with Static Variables.mp418.1 MB
  • 150. Refactoring SDL Globals.mp4119.6 MB
  • 151. Simulating Low-Resolution Displays.mp435.0 MB
  • 152. Refactoring Light Globals.mp421.3 MB
  • 153. Exercise Camera Pitch Rotation.mp441.0 MB
  • 154. Implementing the Camera Pitch Rotation.mp442.7 MB
  • 155. Declaring Multiple Meshes.mp458.1 MB
  • 156. Implementing Multiple Meshes.mp4116.1 MB
  • 157. Implementing Multiple Textures.mp468.5 MB
  • 158. Function to Process Pipeline Stages.mp492.4 MB
  • 159. Exercise Reading OBJ Quads.mp468.9 MB
  • 160. Reading OBJ Quads.mp420.3 MB
  • 161. Dedicated Graphics Cards.mp488.3 MB
  • 162. Modern Graphics APIs & Shaders.mp4122.1 MB
  • 163. Pineda's Rasterization Algorithm.mp449.1 MB
  • 164. Determining Point Inside Triangle.mp480.2 MB
  • 165. Top-Left Rasterization Rule.mp479.8 MB
  • 166. Edge Function & Barycentric Weights.mp469.0 MB
  • 167. Edge Function & Constant Increments.mp492.9 MB
  • 168. Subpixel Rasterization.mp456.0 MB
  • 169. Signed Area & Backface Culling.mp459.8 MB
  • 170. Non-Fullscreen SDL Window.mp445.7 MB
  • 171. Mouse Motion (Camera Pitch & Yaw).mp429.2 MB
  • 172. Mouse Wheel (Camera Front & Back).mp430.7 MB
  • 173. Exercise Subpixel Rasterizer.mp490.1 MB
  • 174. Subpixel Line Drawing.mp4107.1 MB
  • 175. Subpixel Flat-Shaded Triangles.mp443.0 MB
  • 176. Subpixel Textured Triangles.mp452.5 MB
  • 177. Revisiting Handedness & Orientation.mp476.7 MB
  • 178. Next Steps.mp467.3 MB
  • Readme.txt128 B
  • code/A Discussion on Dynamic Memory Allocation.zip1.3 MB
  • code/Avoiding Division by Zero.zip28.2 KB
  • code/Back-face Culling Code.zip15.4 KB
  • code/Barycentric Coordinates.zip47.5 KB
  • code/Clipping Texture UV Coordinates.zip1.3 MB
  • code/Coding a Function to Draw Lines.zip6.0 KB
  • code/Coding a Simple FPS Camera Movement.zip1.3 MB
  • code/Coding a Sorting Function.zip16.2 KB
  • code/Coding Flat Shading & Light.zip28.9 KB
  • code/Coding New Header Files.zip2.7 KB
  • code/Coding the Function to Clip Polygons Against Planes.zip1.3 MB
  • code/Coding the LookAt Function.zip1.3 MB
  • code/Coding the Perspective Projection Matrix.zip18.2 KB
  • code/Creating a Function to Draw Rectangles.zip2.0 KB
  • code/Determining Point Inside Triangle.zip7.5 KB
  • code/Different Rendering Options Solution.zip16.0 KB
  • code/Dot Product - DotProductVisualizer.zip127.9 KB
  • code/Dot Product.zip14.5 KB
  • code/Drawing a Background Grid.zip1.8 KB
  • code/Dynamic Arrays.zip7.2 KB
  • code/Dynamic Mesh Vertices and Faces.zip7.6 KB
  • code/Edge Function & Barycentric Weights.zip7.0 KB
  • code/Edge Function & Constant Increments.zip7.8 KB
  • code/Exercise Drawing a Background Grid.zip1.8 KB
  • code/Exercise Reading OBJ Quads.zip8.8 MB
  • code/Exercise Z-Buffer for Filled Triangles.zip1.3 MB
  • code/Fixing our Game Loop Time Step.zip4.1 KB
  • code/Flat-Bottom Triangle Algorithm.zip16.1 KB
  • code/Flat-Top Triangle Code.zip15.6 KB
  • code/Freeing PNG Textures.zip35.3 KB
  • code/Fullscreen Window.zip1.8 KB
  • code/Function to Process Pipeline Stages.zip6.3 MB
  • code/Horizontal & Vertical FOV Angles.zip1.3 MB
  • code/Implementing a Z-Buffer for Filled Triangles.zip1.3 MB
  • code/Implementing Multiple Textures.zip1.4 MB
  • code/Implementing the Camera Pitch Rotation.zip1.4 MB
  • code/Implementing the Perspective Divide.zip3.9 KB
  • code/Initializing an Array of Frustum Planes.zip1.3 MB
  • code/Inverted Cube UV Coordinates.zip25.9 KB
  • code/Inverted Vertical Screen Values.zip28.9 KB
  • code/Loading OBJ Texture Attributes.zip35.4 KB
  • code/Mouse Motion (Camera Pitch & Yaw).zip6.3 MB
  • code/Mouse Wheel (Camera Front & Back).zip6.3 MB
  • code/Non-Fullscreen SDL Window.zip6.3 MB
  • code/Orthographic Projection.zip3.8 KB
  • code/Perspective Correct Interpolation Code.zip26.6 KB
  • code/Pineda's Rasterization Algorithm.zip7.4 KB
  • code/Polygon Typedef.zip1.4 MB
  • code/Preventing Texture Buffer Overflow.zip1.3 MB
  • code/Reading OBJ Quads.zip8.8 MB
  • code/Refactoring Light Globals.zip1.4 MB
  • code/Refactoring SDL Globals.zip1.3 MB
  • code/Rendering an SDL Window.zip1.4 KB
  • code/Rotation Matrix Code.zip17.6 KB
  • code/Scale Matrix Code.zip17.3 KB
  • code/SDL Texture.zip1.7 KB
  • code/Simulating Low-Resolution Displays.zip1.3 MB
  • code/Subpixel Line Drawing.zip6.3 MB
  • code/Subpixel Rasterization.zip7.2 KB
  • code/Subpixel Textured Triangles.zip6.3 MB
  • code/Texture Typedef.zip24.8 KB
  • code/Textured Flat-Top Triangle.zip25.1 KB
  • code/The World Matrix.zip17.8 KB
  • code/Top-Left Rasterization Rule.zip7.6 KB
  • code/Translation Matrix Code.zip17.4 KB
  • code/Using a Delay Function.zip4.2 KB
  • code/Variable Delta-time.zip1.3 MB
  • code/Vector Normalization.zip15.5 KB
  • code/Vector Rotation Function.zip4.0 KB
  • code/Vertices and Triangle Faces.zip5.7 KB
  • code/Visualizing Clipped Triangles.zip1.3 MB
  • code/Visualizing Textured Triangles.zip25.8 KB
  • code/Z-Buffer Code.zip1.3 MB
  • File/1. Error Check when Allocating Memory.htm1.1 MB
  • File/2. The Operator Sizeof.htm1019.6 KB
  • File/3. Background Color Patterns.htm1.0 MB
  • File/4. Constant Array Size Declaration.htm1001.0 KB
  • File/5. Isometric Projection.htm1.9 MB
  • File/6. Exercise Proving the Angle Cosine Addition.htm1.8 MB
  • File/7. Constant Framerate & Delta-time.htm998.3 KB
  • File/8. Downloading array.h997.8 KB
  • File/9. Separation of Vertex and Faces.htm1.1 MB
  • File/10. OBJ Files as Quads or Triangles.htm999.1 KB
  • File/11. Back-face Culling in Games.htm3.3 MB
  • File/12. Dot Product & Vector Length.htm1019.3 KB
  • File/13. Back-face Culling in OpenGL.htm1009.2 KB
  • File/14. Normalization & Direction.htm1.0 MB
  • File/15. Exercise Selecting Different Render Modes.htm1011.7 KB
  • File/16. Compiler Error & Enum Declaration.htm1.0 MB
  • File/17. Typedef for Color Values.htm1.1 MB
  • File/18. Number of Triangles vs. Performance.htm7.9 MB
  • File/19. Exercise Sorting Faces.htm1.1 MB
  • File/20. Triangles, Polygons, and More....htm17.3 MB
  • File/21. Exercise Matrix Multiplication.htm1007.9 KB
  • File/22. 3D Rotation Direction & Handedness.htm1.0 MB
  • File/23. Really Grokking the Projection Matrix.htm1.7 MB
  • File/24. Order of Transformations for Row-major and Column-major.htm1004.0 KB
  • File/25. A Note on Vector Normalization.htm1020.6 KB
  • File/26. Gouraud Shading in Games.htm3.8 MB
  • File/27. What Does Affine Mean.htm1.0 MB
  • File/28. A Deeper Look into Perspective Correct Theory.htm1001.3 KB
  • File/29. Downloading upng.h997.9 KB
  • File/30. A Small Note on Rasterization Rules.htm1.1 MB
  • File/31. Color Bytes (RGBA vs. ABGR).htm1017.4 KB
  • File/32. Revisiting the PS1 Look.htm20.6 MB
  • File/33. So, What Actually Gets Transformed.htm2.1 MB
  • File/34. Intersection Between Line & Plane.pdf197.8 KB
  • File/35. Deciding What Not to Render.htm1.4 MB
  • File/36. Using Fixed-Point Numbers.htm1005.1 KB
  • File/37. Older Hardware 3D Techniques.htm5.9 MB
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