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6
APocket
3D Theory
Reference
For all intents and purposes, the world we live in is three dimensional. There-
fore, if we want to construct a realistic computer model of it, the model
should be in three dimensions. Geometry is the foundation on which com-
puter graphics and specifically 3D computer graphics, which is utilized in VR,
is based. As we alluded to in Chapter 5, we can create a virtual world by stor-
ing the locations and properties of primitive shapes. Indeed, the production
of the photorealistic images necessary for VR is fundamentally determined by
the intersection of straight lines with these primitive shapes.
This chapter describes some useful mathematical concepts that form the
basis for most of the 3D geometry that is used in