Graphics Explained
Graphics from first principles
Interactive lessons on the math and pipelines behind computer graphics.
Learn how graphics systems work under the hood
Build the mathematics from scratch, starting from vectors and matrices through camera coordinates to what is actually rendered on the screen. Every lesson pairs a careful derivation with diagrams and controls you can adjust, so each equation has a visible geometric meaning.
- Part ILinear AlgebraVectors, matrices, and transforms: the math behind graphics in 2D and 3D.
- Vectors and vector operations
- Matrices and affine transforms
- Homogeneous coordinates in 2D and 3D
- Part IIViewingCameras, projections, and how 3D scenes become pixels on a screen.
- Camera and world spaces
- Orthographic and perspective projection
- Clipping, NDC, and viewport mapping