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Camera matrix from basic principles.
Derivation of a camera matrix general enough to be used for stereo rendering, and it's inverse. This problem is used to motivate and discuss projective geometry.
Published: 1570556832
A neat vector expression for the direction of refraction
Derivation of an economical vector expression for the direction of refraction.
Published: 1528633747
Fast quaternion math in shaders
I derive a few of the handiest quaternion functions in a way suited for implementation in shader languages.
Published: 1476037299
Round-off error propagation.
I prove some simple rules of thumb for how many decimals to keep when multiplying and dividing numbers.
Published: 1475344156
Grid math
Working out some expressions for grids.
Published: 1472838268, last updated: 1473618828
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