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Do you know of any resources for learning 3D basics? I just want to understand the pipeline for how a camera with a frustrum translates simple vertex objects to be rendered on a 2D canvas (the parameters, and the relevant math).



LearnOpenGL.com's tutorials are where I learned it from.

https://learnopengl.com/Getting-started/Camera

From there, I got interested in linear transformations in general, and then did Gilbert Strang's course in Linear Algebra on MIT OCW.


If you're looking for textbooks, the two big ones are "Real-Time Rendering"[1] and "Physically Based Rendering from Theory to Implementation"[2]. The former focuses on techniques used in real-time rendering (frames per second), while the later focuses on those used in offline rendering (seconds per frame). If you want something more bite-sized, you might try "Ray Tracing in One Weekend".

The first 3 chapters of "Real-Time Rendering" and all of "Ray Tracing in One Weekend" are freely available on the authors' website for free or pay what you want.

[1]: http://www.realtimerendering.com/ [2]: https://www.pbrt.org/


Physically Based Rendering looks great. I know that one of the authors - Matt Pharr - also has some great blog posts about "ispc", a compiler he wrote while at Intel: https://pharr.org/matt/blog/2018/04/30/ispc-all.html. If he was involved in a book in an area I was thinking about studying I would buy it in a heartbeat


Writing an unaccelerated classical raytracer is an excellent starting point in all things 3D.

Everything beyond that is arguably just optimization.


scratchapixel.com is a great resource.




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