2 ms·
I'm having a hard time matching these with some of the 3D things I've done before. As in, little vendiagram overlap. What I'm used to, using hardware APIs, or
by the__alchemist 2y ago
I'm having a hard time matching these with some of the 3D things I've done before. As in, little vendiagram overlap.
What I'm used to, using hardware APIs, or software rendering:
- Nodes
- Edges
- Triangles
- Meshes
- Shaders
- Matrices
- Quaternions (Or bivectors etc)
- Projection (3d state to 2d screen)
I suppose I'm confused because the basics don't seem cosmic. It's a straightforward application of considering the state you need to store your 3D model in, then some linear algebra and quaternion operations to convert that 3d state to a 2d screen.
For quality level seen in media, it's different; all the additional techniques that make things realistic or have effects that get complicated. I suspect this is where the disconnect lies; if so, I suppose my point is that it's not 3D that's complicated; it's realistic 3D.
edit: I Looked up Gaussian Splats: Very cool!