| Pikuma - 3D Computer Graphics Programming 2026-3/110. Perspective Correct Interpolation.mp4 |
233.8 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/2. How to Take this Course.mp4 |
4.5 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/3. Words of Encouragement.mp4 |
21.2 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/3D Graphics Programming from Scratch.txt |
5 KB |
| Pikuma - 3D Computer Graphics Programming 2026-3/4. Project Dependencies.mp4 |
85 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/5. A Quick Note for Windows Users.mp4 |
11.7 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/6. Project Folder Structure.mp4 |
13.8 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/7. The Compilation Flow.mp4 |
16.4 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/8. Working with Makefiles.mp4 |
12.3 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/9. Configuring Visual Studio on Windows.mp4 |
34 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/10. Creating an SDL Window.mp4 |
34.2 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/11. Rendering an SDL Window.mp4 |
71.7 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/12. Declaring a Color Buffer.mp4 |
203.3 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/13. Allocating Memory and Freeing Resources.mp4 |
24 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/14. SDL Texture.mp4 |
78.8 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/15. Fullscreen Window.mp4 |
29 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/16. Exercise Drawing a Background Grid.mp4 |
30.8 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/17. Drawing a Background Grid.mp4 |
50.6 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/18. Exercise Drawing Rectangles.mp4 |
27.5 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/19. Creating a Function to Draw Rectangles.mp4 |
59.8 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/20. Defining Header Files.mp4 |
88.3 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/21. Coding New Header Files.mp4 |
46.5 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/22. The Draw Pixel Function.mp4 |
33.3 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/23. Vectors.mp4 |
72.7 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/24. Declaring a Vector Type.mp4 |
5.3 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/25. Review of C Structs.mp4 |
30.3 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/26. Array of Points.mp4 |
27.5 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/27. Orthographic Projection.mp4 |
44.6 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/28. Perspective Projection.mp4 |
69.2 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/29. Implementing the Perspective Divide.mp4 |
13.1 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/30. Coordinate System Handedness.mp4 |
13.9 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/31. Vector Transformations.mp4 |
46 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/32. Review of Sine Cosine and Tangent.mp4 |
40.5 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/33. Rotating Vectors.mp4 |
95.3 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/34. Vector Rotation Function.mp4 |
34.5 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/35. Proof of Angle Sine Addition.mp4 |
65.2 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/36. Proof of Angle Cosine Addition.mp4 |
28 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/37. Fixing our Game Loop Time Step.mp4 |
80.7 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/38. Using a Delay Function.mp4 |
31.5 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/39. Triangles and Meshes.mp4 |
50.3 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/40. Vertices and Triangle Faces.mp4 |
48.4 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/41. Triangle Edges.mp4 |
10.7 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/42. Line Equation.mp4 |
66.2 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/43. DDA Line Drawing Algorithm.mp4 |
103.8 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/44. Coding a Function to Draw Lines.mp4 |
53.2 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/45. Dynamic Arrays.mp4 |
46.9 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/46. Dynamic Mesh Vertices and Faces.mp4 |
41.4 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/47. OBJ Files.mp4 |
66.3 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/48. Exercise Loading OBJ File Content.mp4 |
28.8 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/49. Loading OBJ File Content.mp4 |
73.2 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/50. Back-face Culling Motivation.mp4 |
36.8 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/51. Vector Magnitude.mp4 |
47.4 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/52. Vector Addition and Subtraction.mp4 |
29.4 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/53. Vector Scalar Multiplication and Division.mp4 |
8.2 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/54. Vector Cross Product.mp4 |
50.1 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/55. Finding the Normal Vector.mp4 |
48.9 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/56. Dot Product.mp4 |
77.3 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/57. Back-face Culling Algorithm.mp4 |
33.3 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/58. Back-face Culling Code.mp4 |
70.9 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/59. Vector Normalization.mp4 |
75.2 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/60. Triangle Fill.mp4 |
50.5 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/61. Flat-Bottom & Flat-Top Technique.mp4 |
36.1 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/62. Activity Find Triangle Midpoint.mp4 |
32.5 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/63. Solution to the Triangle Midpoint.mp4 |
61.6 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/64. Coding the Triangle Midpoint Computation.mp4 |
30.4 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/65. Flat-Bottom Triangle Algorithm.mp4 |
69.7 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/66. Flat-Bottom Triangle Code.mp4 |
49.7 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/67. Flat-Top Triangle Algorithm.mp4 |
38.9 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/68. Flat-Top Triangle Code.mp4 |
30.2 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/69. Avoiding Division by Zero.mp4 |
20.8 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/70. Different Rendering Options Solution.mp4 |
52.8 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/71. Colored Triangle Faces.mp4 |
51.8 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/72. Painter's Algorithm.mp4 |
54.1 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/73. Coding a Sorting Function.mp4 |
71.3 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/74. Matrices Overview.mp4 |
87.6 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/75. Matrix Operations.mp4 |
82.4 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/76. Properties of Matrix Multiplication.mp4 |
60.9 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/77. Examples of Matrix Multiplication.mp4 |
52.1 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/78. 2D Rotation Matrix.mp4 |
49.8 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/79. 3D Matrix Transformations.mp4 |
63.5 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/80. 3D Scale Matrix.mp4 |
67.7 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/81. Matrix Typedef.mp4 |
19.6 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/82. Scale Matrix Code.mp4 |
52.4 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/83. 3D Translation Matrix.mp4 |
62.2 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/84. Translation Matrix Code.mp4 |
18.1 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/85. 3D Rotation Matrices.mp4 |
67.1 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/86. Rotation Matrix Code.mp4 |
30.5 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/87. The World Matrix.mp4 |
72 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/88. Order of Transformations.mp4 |
10.8 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/89. Translation is Not a Linear Transformation.mp4 |
70 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/90. Defining a Projection Matrix.mp4 |
101.6 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/91. Populating our Perspective Projection Matrix.mp4 |
70.9 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/92. Coding the Perspective Projection Matrix.mp4 |
84 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/93. Exercise Projecting Negative Values.mp4 |
18.9 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/94. Projecting Negative Values.mp4 |
45.5 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/95. Row-major and Column-major Orders.mp4 |
60.8 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/96. Flat Shading.mp4 |
117.1 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/97. Coding Flat Shading & Light.mp4 |
87.3 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/98. Smooth Shading Techniques.mp4 |
65.2 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/99. Inverted Vertical Screen Values.mp4 |
28.9 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/100. Texture Mapping.mp4 |
101.3 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/101. Representing Textures in Memory.mp4 |
96.1 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/102. Texture Typedef.mp4 |
80 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/103. Textured Triangles.mp4 |
31.2 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/104. Textured Flat-Bottom Triangle.mp4 |
109.2 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/105. Textured Flat-Top Triangle.mp4 |
31 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/106. Barycentric Coordinates.mp4 |
137.9 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/107. Barycentric Weights (α, β, γ).mp4 |
118.7 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/108. Function to Compute (α, β, γ).mp4 |
45.7 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/109. Visualizing Textured Triangles.mp4 |
94.2 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/1. Introduction and Learning Outcomes.mp4 |
64.1 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/111. PS1 Games and Affine Texture Mapping.mp4 |
7.8 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/112. Perspective Correct Interpolation Code.mp4 |
125.8 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/113. Inverted Cube UV Coordinates.mp4 |
21.7 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/114. Decoding PNG Files.mp4 |
76.6 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/115. Loading PNG File Content.mp4 |
73.6 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/116. Freeing PNG Textures.mp4 |
4.3 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/117. Loading OBJ Texture Attributes.mp4 |
107.5 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/118. Preventing Texture Buffer Overflow.mp4 |
45.4 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/119. Visualizing Textured OBJ Models.mp4 |
32 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/120. Z-Buffer.mp4 |
81.8 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/121. Z-Buffer Code.mp4 |
69.4 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/122. Exercise Z-Buffer for Filled Triangles.mp4 |
27.1 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/123. Implementing a Z-Buffer for Filled Triangles.mp4 |
33.7 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/124. A Discussion on Dynamic Memory Allocation.mp4 |
114.6 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/125. Camera Space.mp4 |
126 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/126. Look At Camera Model.mp4 |
78.4 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/127. Look At Transformations.mp4 |
117.7 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/128. The LookAt Function.mp4 |
54.6 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/129. Coding the LookAt Function.mp4 |
74.8 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/130. Variable Delta-time.mp4 |
32.1 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/131. A Simple FPS Camera Movement.mp4 |
58.9 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/132. Coding a Simple FPS Camera Movement.mp4 |
90.6 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/133. Frustum Clipping.mp4 |
79.3 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/134. Planes.mp4 |
34.3 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/135. Exercise Right Frustum Plane Point & Normal.mp4 |
29 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/136. Defining Frustum Planes Points & Normals.mp4 |
171.6 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/137. Initializing an Array of Frustum Planes.mp4 |
32.4 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/138. Defining Points Inside and Outside Planes.mp4 |
55.3 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/139. Intersection Between Line & Plane.mp4 |
153.9 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/140. Clipping a Polygon Against a Plane.mp4 |
130.4 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/141. Polygon Typedef.mp4 |
102.6 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/142. A Function to Clip Polygon Against Planes.mp4 |
125.2 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/143. Coding the Function to Clip Polygons Against Planes.mp4 |
102.7 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/144. Converting Polygons Back Into Triangles.mp4 |
38.4 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/145. Visualizing Clipped Triangles.mp4 |
74.6 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/146. Horizontal & Vertical FOV Angles.mp4 |
52.2 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/147. Clipping Texture UV Coordinates.mp4 |
113 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/148. Clipping Space.mp4 |
136.5 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/149. Working with Static Variables.mp4 |
18.1 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/150. Refactoring SDL Globals.mp4 |
119.6 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/151. Simulating Low-Resolution Displays.mp4 |
35 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/152. Refactoring Light Globals.mp4 |
21.3 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/153. Exercise Camera Pitch Rotation.mp4 |
41 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/154. Implementing the Camera Pitch Rotation.mp4 |
42.7 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/155. Declaring Multiple Meshes.mp4 |
58.1 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/156. Implementing Multiple Meshes.mp4 |
116.1 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/157. Implementing Multiple Textures.mp4 |
68.5 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/158. Function to Process Pipeline Stages.mp4 |
92.4 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/159. Exercise Reading OBJ Quads.mp4 |
68.9 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/160. Reading OBJ Quads.mp4 |
20.3 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/161. Dedicated Graphics Cards.mp4 |
88.3 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/162. Modern Graphics APIs & Shaders.mp4 |
122.1 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/163. Pineda's Rasterization Algorithm.mp4 |
49.1 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/164. Determining Point Inside Triangle.mp4 |
80.2 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/165. Top-Left Rasterization Rule.mp4 |
79.8 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/166. Edge Function & Barycentric Weights.mp4 |
69 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/167. Edge Function & Constant Increments.mp4 |
92.9 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/168. Subpixel Rasterization.mp4 |
56 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/169. Signed Area & Backface Culling.mp4 |
59.8 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/170. Non-Fullscreen SDL Window.mp4 |
45.7 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/171. Mouse Motion (Camera Pitch & Yaw).mp4 |
29.2 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/172. Mouse Wheel (Camera Front & Back).mp4 |
30.7 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/173. Exercise Subpixel Rasterizer.mp4 |
90.1 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/174. Subpixel Line Drawing.mp4 |
107.1 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/175. Subpixel Flat-Shaded Triangles.mp4 |
43 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/176. Subpixel Textured Triangles.mp4 |
52.5 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/177. Revisiting Handedness & Orientation.mp4 |
76.7 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/178. Next Steps.mp4 |
67.3 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/Readme.txt |
128 B |
| Pikuma - 3D Computer Graphics Programming 2026-3/code/A Discussion on Dynamic Memory Allocation.zip |
1.3 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/code/Avoiding Division by Zero.zip |
28 KB |
| Pikuma - 3D Computer Graphics Programming 2026-3/code/Back-face Culling Code.zip |
15 KB |
| Pikuma - 3D Computer Graphics Programming 2026-3/code/Barycentric Coordinates.zip |
47 KB |
| Pikuma - 3D Computer Graphics Programming 2026-3/code/Clipping Texture UV Coordinates.zip |
1.3 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/code/Coding a Function to Draw Lines.zip |
6 KB |
| Pikuma - 3D Computer Graphics Programming 2026-3/code/Coding a Simple FPS Camera Movement.zip |
1.3 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/code/Coding a Sorting Function.zip |
16 KB |
| Pikuma - 3D Computer Graphics Programming 2026-3/code/Coding Flat Shading & Light.zip |
29 KB |
| Pikuma - 3D Computer Graphics Programming 2026-3/code/Coding New Header Files.zip |
3 KB |
| Pikuma - 3D Computer Graphics Programming 2026-3/code/Coding the Function to Clip Polygons Against Planes.zip |
1.3 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/code/Coding the LookAt Function.zip |
1.3 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/code/Coding the Perspective Projection Matrix.zip |
18 KB |
| Pikuma - 3D Computer Graphics Programming 2026-3/code/Creating a Function to Draw Rectangles.zip |
2 KB |
| Pikuma - 3D Computer Graphics Programming 2026-3/code/Determining Point Inside Triangle.zip |
7 KB |
| Pikuma - 3D Computer Graphics Programming 2026-3/code/Different Rendering Options Solution.zip |
16 KB |
| Pikuma - 3D Computer Graphics Programming 2026-3/code/Dot Product - DotProductVisualizer.zip |
128 KB |
| Pikuma - 3D Computer Graphics Programming 2026-3/code/Dot Product.zip |
14 KB |
| Pikuma - 3D Computer Graphics Programming 2026-3/code/Drawing a Background Grid.zip |
2 KB |
| Pikuma - 3D Computer Graphics Programming 2026-3/code/Dynamic Arrays.zip |
7 KB |
| Pikuma - 3D Computer Graphics Programming 2026-3/code/Dynamic Mesh Vertices and Faces.zip |
8 KB |
| Pikuma - 3D Computer Graphics Programming 2026-3/code/Edge Function & Barycentric Weights.zip |
7 KB |
| Pikuma - 3D Computer Graphics Programming 2026-3/code/Edge Function & Constant Increments.zip |
8 KB |
| Pikuma - 3D Computer Graphics Programming 2026-3/code/Exercise Drawing a Background Grid.zip |
2 KB |
| Pikuma - 3D Computer Graphics Programming 2026-3/code/Exercise Reading OBJ Quads.zip |
8.8 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/code/Exercise Z-Buffer for Filled Triangles.zip |
1.3 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/code/Fixing our Game Loop Time Step.zip |
4 KB |
| Pikuma - 3D Computer Graphics Programming 2026-3/code/Flat-Bottom Triangle Algorithm.zip |
16 KB |
| Pikuma - 3D Computer Graphics Programming 2026-3/code/Flat-Top Triangle Code.zip |
16 KB |
| Pikuma - 3D Computer Graphics Programming 2026-3/code/Freeing PNG Textures.zip |
35 KB |
| Pikuma - 3D Computer Graphics Programming 2026-3/code/Fullscreen Window.zip |
2 KB |
| Pikuma - 3D Computer Graphics Programming 2026-3/code/Function to Process Pipeline Stages.zip |
6.3 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/code/Horizontal & Vertical FOV Angles.zip |
1.3 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/code/Implementing a Z-Buffer for Filled Triangles.zip |
1.3 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/code/Implementing Multiple Textures.zip |
1.4 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/code/Implementing the Camera Pitch Rotation.zip |
1.4 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/code/Implementing the Perspective Divide.zip |
4 KB |
| Pikuma - 3D Computer Graphics Programming 2026-3/code/Initializing an Array of Frustum Planes.zip |
1.3 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/code/Inverted Cube UV Coordinates.zip |
26 KB |
| Pikuma - 3D Computer Graphics Programming 2026-3/code/Inverted Vertical Screen Values.zip |
29 KB |
| Pikuma - 3D Computer Graphics Programming 2026-3/code/Loading OBJ Texture Attributes.zip |
35 KB |
| Pikuma - 3D Computer Graphics Programming 2026-3/code/Mouse Motion (Camera Pitch & Yaw).zip |
6.3 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/code/Mouse Wheel (Camera Front & Back).zip |
6.3 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/code/Non-Fullscreen SDL Window.zip |
6.3 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/code/Orthographic Projection.zip |
4 KB |
| Pikuma - 3D Computer Graphics Programming 2026-3/code/Perspective Correct Interpolation Code.zip |
27 KB |
| Pikuma - 3D Computer Graphics Programming 2026-3/code/Pineda's Rasterization Algorithm.zip |
7 KB |
| Pikuma - 3D Computer Graphics Programming 2026-3/code/Polygon Typedef.zip |
1.4 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/code/Preventing Texture Buffer Overflow.zip |
1.3 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/code/Reading OBJ Quads.zip |
8.8 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/code/Refactoring Light Globals.zip |
1.4 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/code/Refactoring SDL Globals.zip |
1.3 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/code/Rendering an SDL Window.zip |
1 KB |
| Pikuma - 3D Computer Graphics Programming 2026-3/code/Rotation Matrix Code.zip |
18 KB |
| Pikuma - 3D Computer Graphics Programming 2026-3/code/Scale Matrix Code.zip |
17 KB |
| Pikuma - 3D Computer Graphics Programming 2026-3/code/SDL Texture.zip |
2 KB |
| Pikuma - 3D Computer Graphics Programming 2026-3/code/Simulating Low-Resolution Displays.zip |
1.3 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/code/Subpixel Line Drawing.zip |
6.3 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/code/Subpixel Rasterization.zip |
7 KB |
| Pikuma - 3D Computer Graphics Programming 2026-3/code/Subpixel Textured Triangles.zip |
6.3 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/code/Texture Typedef.zip |
25 KB |
| Pikuma - 3D Computer Graphics Programming 2026-3/code/Textured Flat-Top Triangle.zip |
25 KB |
| Pikuma - 3D Computer Graphics Programming 2026-3/code/The World Matrix.zip |
18 KB |
| Pikuma - 3D Computer Graphics Programming 2026-3/code/Top-Left Rasterization Rule.zip |
8 KB |
| Pikuma - 3D Computer Graphics Programming 2026-3/code/Translation Matrix Code.zip |
17 KB |
| Pikuma - 3D Computer Graphics Programming 2026-3/code/Using a Delay Function.zip |
4 KB |
| Pikuma - 3D Computer Graphics Programming 2026-3/code/Variable Delta-time.zip |
1.3 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/code/Vector Normalization.zip |
15 KB |
| Pikuma - 3D Computer Graphics Programming 2026-3/code/Vector Rotation Function.zip |
4 KB |
| Pikuma - 3D Computer Graphics Programming 2026-3/code/Vertices and Triangle Faces.zip |
6 KB |
| Pikuma - 3D Computer Graphics Programming 2026-3/code/Visualizing Clipped Triangles.zip |
1.3 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/code/Visualizing Textured Triangles.zip |
26 KB |
| Pikuma - 3D Computer Graphics Programming 2026-3/code/Z-Buffer Code.zip |
1.3 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/File/1. Error Check when Allocating Memory.htm |
1.1 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/File/2. The Operator Sizeof.htm |
1020 KB |
| Pikuma - 3D Computer Graphics Programming 2026-3/File/3. Background Color Patterns.htm |
1 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/File/4. Constant Array Size Declaration.htm |
1001 KB |
| Pikuma - 3D Computer Graphics Programming 2026-3/File/5. Isometric Projection.htm |
1.9 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/File/6. Exercise Proving the Angle Cosine Addition.htm |
1.8 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/File/7. Constant Framerate & Delta-time.htm |
998 KB |
| Pikuma - 3D Computer Graphics Programming 2026-3/File/8. Downloading array.h |
998 KB |
| Pikuma - 3D Computer Graphics Programming 2026-3/File/9. Separation of Vertex and Faces.htm |
1.1 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/File/10. OBJ Files as Quads or Triangles.htm |
999 KB |
| Pikuma - 3D Computer Graphics Programming 2026-3/File/11. Back-face Culling in Games.htm |
3.3 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/File/12. Dot Product & Vector Length.htm |
1019 KB |
| Pikuma - 3D Computer Graphics Programming 2026-3/File/13. Back-face Culling in OpenGL.htm |
1009 KB |
| Pikuma - 3D Computer Graphics Programming 2026-3/File/14. Normalization & Direction.htm |
1 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/File/15. Exercise Selecting Different Render Modes.htm |
1012 KB |
| Pikuma - 3D Computer Graphics Programming 2026-3/File/16. Compiler Error & Enum Declaration.htm |
1 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/File/17. Typedef for Color Values.htm |
1.1 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/File/18. Number of Triangles vs. Performance.htm |
7.9 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/File/19. Exercise Sorting Faces.htm |
1.1 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/File/20. Triangles, Polygons, and More....htm |
17.3 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/File/21. Exercise Matrix Multiplication.htm |
1008 KB |
| Pikuma - 3D Computer Graphics Programming 2026-3/File/22. 3D Rotation Direction & Handedness.htm |
1 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/File/23. Really Grokking the Projection Matrix.htm |
1.7 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/File/24. Order of Transformations for Row-major and Column-major.htm |
1004 KB |
| Pikuma - 3D Computer Graphics Programming 2026-3/File/25. A Note on Vector Normalization.htm |
1021 KB |
| Pikuma - 3D Computer Graphics Programming 2026-3/File/26. Gouraud Shading in Games.htm |
3.8 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/File/27. What Does Affine Mean.htm |
1 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/File/28. A Deeper Look into Perspective Correct Theory.htm |
1001 KB |
| Pikuma - 3D Computer Graphics Programming 2026-3/File/29. Downloading upng.h |
998 KB |
| Pikuma - 3D Computer Graphics Programming 2026-3/File/30. A Small Note on Rasterization Rules.htm |
1.1 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/File/31. Color Bytes (RGBA vs. ABGR).htm |
1017 KB |
| Pikuma - 3D Computer Graphics Programming 2026-3/File/32. Revisiting the PS1 Look.htm |
20.6 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/File/33. So, What Actually Gets Transformed.htm |
2.1 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/File/34. Intersection Between Line & Plane.pdf |
198 KB |
| Pikuma - 3D Computer Graphics Programming 2026-3/File/35. Deciding What Not to Render.htm |
1.4 MB |
| Pikuma - 3D Computer Graphics Programming 2026-3/File/36. Using Fixed-Point Numbers.htm |
1005 KB |
| Pikuma - 3D Computer Graphics Programming 2026-3/File/37. Older Hardware 3D Techniques.htm |
5.9 MB |