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Module 9 - Math 3 - Transformations: Camera - 2025-Feb-06

Overview

In this lesson we learn about meshes!

  • Projection Matrices
  • Perspective Transform
  • MVP Transformation
  • Camera
  • View Frustum Transform
  • A Simple Camera
  • Clipping

Slides and Class Content

Please note: Your in-class activity is graded. Your first attempt will be graded. You can use your notes and slides if you like. You have 1 week from the date of this module opening to complete the in-class activity. In-class activities are completed individually.

Audio/Video Recording

Note: Audio/Video recordings are made in a best effort in case you have to miss class or you would otherwise like to re-watch a portion of lecture. Occassional recording errors (e.g. missing sound, corrupted video, etc.) may occur, and I apologize in advance if a recording is not able to be made available.

Readings

    Please use the following resources to supplement this lecture. You may choose to read 1 or more of these before/during/after the lecture to fully immerse into the material.

  1. Camera
    • (Reading)
  2. [Episode 22] OpenGL - glsl uniform variables (Second mechanism to send data to GPU)
    • (Video - My OpenGL Series)
  3. [Episode 25] Rotation Matrices (using glm)
    • (Video - My OpenGL Series)
  4. Camera lookAt matrix explanation
    • Nice writeup
  5. GLM Examples
    • Nice small examples of using the glm library
  6. The Math behind (most) 3D games - Perspective Projection
    • Video Explanation
Please do not redistribute or host any materials without e-mailing me first. Thank you for your time!