 The theory behind 3D graphics: This is how virtual worlds are created

Foreword

The following article is part of a series of basic articles in the ComputerBase compendium. The work comes from the special learning achievement 'Alternative user guidance and interfaces based on Internet technology' by Nico Christoph and Andreas Drobisch. This complete work is, among other things, about three-dimensional representation on the Internet, which is why the 3D theory was examined.

Mathematical basics

In order to deal with 3D programming, one must also understand the mathematical background. Because 3D programming is actually pure mathematics, the programmer is relieved of a lot of work from finished functions. In order to understand these functions, we dedicate ourselves to the mathematical basics of the same.

Since we are working in space, we need a coordinate system with three axes (x, y, z). All objects that we describe in space now consist of connections of points that are described relative to the origin of the coordinates. A vector that has a fixed direction and length can be described with 2 points. This vector describes the second point in relation to the first. So a point can also be described by an origin and a vector, as is usual in 3D programming. Many of these vetices describe objects that can then be worked with.

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