January 4th, 2024
January 4th, 2024:
-
Dot product (scalar)
-
Gives the length/magnitude
-
Cross product (vector)
-
Normal
-
Bitangent
-
Quaternions
-
Gimbal lock
-
When two axes represents the same axis and you lose one degree of freedom
-
Euler Angles
-
Homogeneous Coordinates
-
Rotation Matrices
-
Graphics Pipeline
-
Implement Ray Casting
-
Implement Graph Traversal
-
Deferred Rendering vs Forward Rendering
-
Forward Rendering depends on the lights
HW:
-
Get Unity Ready
-
Why Quaternions doesn’t have Gimbal lock and Euler does?
-
Timecode and frame syncing
No Comments