Mathematical Topics from 3D Graphics
Fletcher Dunn, Ian Parberry · 2011
This chapter discusses a number of mathematical issues that arise when creating 3D graphics on a computer. It presents an extremely brief and high level overview of the subject matter, focusing on topics for which mathematics plays a critical role. Surface normals are used for several different purposes in graphics; for example, to compute proper lighting, and for backface culling. The specular component of the standard lighting model accounts for the light that is reflected in a “perfect mirror bounce” off the surface. The specular component is what gives surfaces a “shiny” appearance. The animation of human creatures is certainly of great importance in video games and in computer graphics in general. The bottlenecks are different in software rendering compared to hardware rendering, and in software, backface culling is usually done in 3D.