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Physically Based Rendering, 3rd Edition by Greg Humphreys, Wenzel Jakob, Matt Pharr

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02

Geometry and Transformations

Almost all nontrivial graphics programs are built on a foundation of geometric classes. These classes represent mathematical constructs like points, vectors, and rays. Because these classes are ubiquitous throughout the system, good abstractions and efficient implementations are critical. This chapter presents the interface to and implementation of pbrt’s geometric foundation. Note that these are not the classes that represent the actual scene geometry (triangles, spheres, etc.); those classes are the topic of Chapter 3.

The geometric classes in this chapter are defined in the files core/geometry.h and core/geometry.cpp in the pbrt distribution, and the implementations of transformation matrices (Section 2.7

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