Computer Graphics Theory

LIGHTING SERIES

NORMAL VECTOR TRANSFORMATION

THE RGB COLOR MODEL

GAMMA CORRECTION

DIRECTX 12 – AMBIENT OCCLUSION – THE FIRST APPROACH

DIRECTX 12 – AMBIENT OCCLUSION – THE SECOND APPROACH

HOW CAN I FIND THE PIXEL SPACE COORDINATES OF A 3D POINT? PART 1 – SPACE TRANSFORMATIONS + HOMOGENEOUS SPACE COORDINATES

HOW CAN I FIND THE PIXEL SPACE COORDINATES OF A 3D POINT? PART 2 – PERSPECTIVE PROJECTION MATRIX GENERATION

HOW CAN I FIND THE PIXEL SPACE COORDINATES OF A 3D POINT? PART 3 – THE DEPTH BUFFER

INSTANCING VS GEOMETRY SHADER VS VERTEX SHADER – ROUND 1

INSTANCING VS GEOMETRY SHADER VS VERTEX SHADER – ROUND 2