5. Changing Your Point of View
This chapter explains and demonstrates techniques for rendering geometric objects from any point of view. 3D objects have fronts, sides, tops, and bottoms. Relatively simple mathematic operations called transformations determine which parts of the objects are visible in the rendered scene. Many people find mentally visualizing the effects that transformations have on rendering difficult. Even when the effects of transformations are correctly anticipated, relationships between the math and the end results might not be obvious. This chapter examines transformations with examples and then provides recipes for common transformations.
The Depth Render Buffer
Triangles, lines, and points are rendered in the order they ...
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