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How to Write a 3D Soft Engine from Scratch – Part IV

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Advertise here via BSA In the previous tutorial,learning how to write a 3D soft engine in C#, TS or JS – loading meshes exported from Blender, we’ve loaded a JSON file where our meshes were serialized from Blender. Up to now, our render function was drawing the meshes with only a simple wireframe rendering. We’re now going to see how to fill the triangles using a rasterization algorithm. Then, we’ll see how to handle a Z-Buffer to avoid having faces living in the back being drawn on top on front faces. This tutorial is part of the following series: 1 – Writing the core logic for camera, mesh & device object 2 – Drawing lines and triangles to obtain a wireframe rendering 3 – Loading meshes exported from Blender in a JSON format 4 – Filling the triangle with rasterization and using a Z-Buffer 4b – Bonus: using tips & parallelism to boost the performance 5 – Handling light with Flat Shading & Gouraud Shading 6 – Applying textures, back-face culling and WebGL In this tutorial, you will learn how to draw lines, what a face is and how cool is the Bresenham algorithm to draw some triangles. By following this tutorial, you will be able to have such rendering: Rasterization There’s a lot of different types of rasterization algorithms. I even know someone in my team who has made his own patented rasterization algorithm for a well known GPU maker. It’s also thanks to him that I now know what Boustrophedon is and it has really changed my life since then

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