How Computer Graphics Builds an Image
A game object is stored as coordinates and connections. Computer graphics transforms that information into a camera’s view, then assigns colors to the screen’s pixels.
- Who it is for: You know coordinates and basic arithmetic and can read short Python examples.
- Topics: Vectors, transformations, cameras and projection, rasterization, lighting, surfaces, and textures.
- Examples: Small calculations using standard Python and diagrams. Every lesson is free to read.
- Goal: Explain whether an image problem comes from coordinates, the camera, visibility, or color calculations.
Start with the overall process, then follow each stage. When a formula appears, predict how changing one number affects the picture.
Lessons
- 01 Store an Image in PixelsDistinguish vector descriptions, raster images, and frame buffers.
- 02 Points, Vectors, and Surface DirectionSeparate positions from displacements and compare directions with a dot product.
- 03 The Order of TransformationsSee why applying the same transformations in a different order changes the result.
- 04 See Through Camera CoordinatesDistinguish object, world, and camera coordinates.
- 05 Project Distant Objects SmallerLearn perspective, orthographic projection, and clipping.
- 06 Turn Triangles into Screen SamplesUse rasterization and depth testing to determine visible surfaces.
- 07 Compute Color from Light and SurfaceDistinguish diffuse and specular reflection and compute a simple light response.
- 08 Shade Faces, Vertices, or PixelsCompare what flat, Gouraud, and Phong shading interpolate.
- 09 Textures and AliasingConnect surface UV coordinates with sampling and filtering.
- 10 From Scene to ImageConnect the stages and place ray tracing and stereo images in context.
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