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Pikuma - 3D Computer Graphics Programming 2026-3
- Date: 2026-06-27
- Size: 11 GB
- Files: 289
File Name
Size
110. Perspective Correct Interpolation.mp4
234 MB
2. How to Take this Course.mp4
4.5 MB
3. Words of Encouragement.mp4
21 MB
3D Graphics Programming from Scratch.txt
4.9 kB
4. Project Dependencies.mp4
85 MB
5. A Quick Note for Windows Users.mp4
12 MB
6. Project Folder Structure.mp4
14 MB
7. The Compilation Flow.mp4
16 MB
8. Working with Makefiles.mp4
12 MB
9. Configuring Visual Studio on Windows.mp4
34 MB
10. Creating an SDL Window.mp4
34 MB
11. Rendering an SDL Window.mp4
72 MB
12. Declaring a Color Buffer.mp4
203 MB
13. Allocating Memory and Freeing Resources.mp4
24 MB
14. SDL Texture.mp4
79 MB
15. Fullscreen Window.mp4
29 MB
16. Exercise Drawing a Background Grid.mp4
31 MB
17. Drawing a Background Grid.mp4
51 MB
18. Exercise Drawing Rectangles.mp4
28 MB
19. Creating a Function to Draw Rectangles.mp4
60 MB
20. Defining Header Files.mp4
88 MB
21. Coding New Header Files.mp4
46 MB
22. The Draw Pixel Function.mp4
33 MB
23. Vectors.mp4
73 MB
24. Declaring a Vector Type.mp4
5.3 MB
25. Review of C Structs.mp4
30 MB
26. Array of Points.mp4
28 MB
27. Orthographic Projection.mp4
45 MB
28. Perspective Projection.mp4
69 MB
29. Implementing the Perspective Divide.mp4
13 MB
30. Coordinate System Handedness.mp4
14 MB
31. Vector Transformations.mp4
46 MB
32. Review of Sine Cosine and Tangent.mp4
40 MB
33. Rotating Vectors.mp4
95 MB
34. Vector Rotation Function.mp4
34 MB
35. Proof of Angle Sine Addition.mp4
65 MB
36. Proof of Angle Cosine Addition.mp4
28 MB
37. Fixing our Game Loop Time Step.mp4
81 MB
38. Using a Delay Function.mp4
32 MB
39. Triangles and Meshes.mp4
50 MB
40. Vertices and Triangle Faces.mp4
48 MB
41. Triangle Edges.mp4
11 MB
42. Line Equation.mp4
66 MB
43. DDA Line Drawing Algorithm.mp4
104 MB
44. Coding a Function to Draw Lines.mp4
53 MB
45. Dynamic Arrays.mp4
47 MB
46. Dynamic Mesh Vertices and Faces.mp4
41 MB
47. OBJ Files.mp4
66 MB
48. Exercise Loading OBJ File Content.mp4
29 MB
49. Loading OBJ File Content.mp4
73 MB
50. Back-face Culling Motivation.mp4
37 MB
51. Vector Magnitude.mp4
47 MB
52. Vector Addition and Subtraction.mp4
29 MB
53. Vector Scalar Multiplication and Division.mp4
8.2 MB
54. Vector Cross Product.mp4
50 MB
55. Finding the Normal Vector.mp4
49 MB
56. Dot Product.mp4
77 MB
57. Back-face Culling Algorithm.mp4
33 MB
58. Back-face Culling Code.mp4
71 MB
59. Vector Normalization.mp4
75 MB
60. Triangle Fill.mp4
50 MB
61. Flat-Bottom & Flat-Top Technique.mp4
36 MB
62. Activity Find Triangle Midpoint.mp4
32 MB
63. Solution to the Triangle Midpoint.mp4
62 MB
64. Coding the Triangle Midpoint Computation.mp4
30 MB
65. Flat-Bottom Triangle Algorithm.mp4
70 MB
66. Flat-Bottom Triangle Code.mp4
50 MB
67. Flat-Top Triangle Algorithm.mp4
39 MB
68. Flat-Top Triangle Code.mp4
30 MB
69. Avoiding Division by Zero.mp4
21 MB
70. Different Rendering Options Solution.mp4
53 MB
71. Colored Triangle Faces.mp4
52 MB
72. Painter's Algorithm.mp4
54 MB
73. Coding a Sorting Function.mp4
71 MB
74. Matrices Overview.mp4
88 MB
75. Matrix Operations.mp4
82 MB
76. Properties of Matrix Multiplication.mp4
61 MB
77. Examples of Matrix Multiplication.mp4
52 MB
78. 2D Rotation Matrix.mp4
50 MB
79. 3D Matrix Transformations.mp4
64 MB
80. 3D Scale Matrix.mp4
68 MB
81. Matrix Typedef.mp4
20 MB
82. Scale Matrix Code.mp4
52 MB
83. 3D Translation Matrix.mp4
62 MB
84. Translation Matrix Code.mp4
18 MB
85. 3D Rotation Matrices.mp4
67 MB
86. Rotation Matrix Code.mp4
30 MB
87. The World Matrix.mp4
72 MB
88. Order of Transformations.mp4
11 MB
89. Translation is Not a Linear Transformation.mp4
70 MB
90. Defining a Projection Matrix.mp4
102 MB
91. Populating our Perspective Projection Matrix.mp4
71 MB
92. Coding the Perspective Projection Matrix.mp4
84 MB
93. Exercise Projecting Negative Values.mp4
19 MB
94. Projecting Negative Values.mp4
46 MB
95. Row-major and Column-major Orders.mp4
61 MB
96. Flat Shading.mp4
117 MB
97. Coding Flat Shading & Light.mp4
87 MB
98. Smooth Shading Techniques.mp4
65 MB
99. Inverted Vertical Screen Values.mp4
29 MB
100. Texture Mapping.mp4
101 MB
101. Representing Textures in Memory.mp4
96 MB
102. Texture Typedef.mp4
80 MB
103. Textured Triangles.mp4
31 MB
104. Textured Flat-Bottom Triangle.mp4
109 MB
105. Textured Flat-Top Triangle.mp4
31 MB
106. Barycentric Coordinates.mp4
138 MB
107. Barycentric Weights (α, β, γ).mp4
119 MB
108. Function to Compute (α, β, γ).mp4
46 MB
109. Visualizing Textured Triangles.mp4
94 MB
1. Introduction and Learning Outcomes.mp4
64 MB
111. PS1 Games and Affine Texture Mapping.mp4
7.8 MB
112. Perspective Correct Interpolation Code.mp4
126 MB
113. Inverted Cube UV Coordinates.mp4
22 MB
114. Decoding PNG Files.mp4
77 MB
115. Loading PNG File Content.mp4
74 MB
116. Freeing PNG Textures.mp4
4.3 MB
117. Loading OBJ Texture Attributes.mp4
108 MB
118. Preventing Texture Buffer Overflow.mp4
45 MB
119. Visualizing Textured OBJ Models.mp4
32 MB
120. Z-Buffer.mp4
82 MB
121. Z-Buffer Code.mp4
69 MB
122. Exercise Z-Buffer for Filled Triangles.mp4
27 MB
123. Implementing a Z-Buffer for Filled Triangles.mp4
34 MB
124. A Discussion on Dynamic Memory Allocation.mp4
115 MB
125. Camera Space.mp4
126 MB
126. Look At Camera Model.mp4
78 MB
127. Look At Transformations.mp4
118 MB
128. The LookAt Function.mp4
55 MB
129. Coding the LookAt Function.mp4
75 MB
130. Variable Delta-time.mp4
32 MB
131. A Simple FPS Camera Movement.mp4
59 MB
132. Coding a Simple FPS Camera Movement.mp4
91 MB
133. Frustum Clipping.mp4
79 MB
134. Planes.mp4
34 MB
135. Exercise Right Frustum Plane Point & Normal.mp4
29 MB
136. Defining Frustum Planes Points & Normals.mp4
172 MB
137. Initializing an Array of Frustum Planes.mp4
32 MB
138. Defining Points Inside and Outside Planes.mp4
55 MB
139. Intersection Between Line & Plane.mp4
154 MB
140. Clipping a Polygon Against a Plane.mp4
130 MB
141. Polygon Typedef.mp4
103 MB
142. A Function to Clip Polygon Against Planes.mp4
125 MB
143. Coding the Function to Clip Polygons Against Planes.mp4
103 MB
144. Converting Polygons Back Into Triangles.mp4
38 MB
145. Visualizing Clipped Triangles.mp4
75 MB
146. Horizontal & Vertical FOV Angles.mp4
52 MB
147. Clipping Texture UV Coordinates.mp4
113 MB
148. Clipping Space.mp4
136 MB
149. Working with Static Variables.mp4
18 MB
150. Refactoring SDL Globals.mp4
120 MB
151. Simulating Low-Resolution Displays.mp4
35 MB
152. Refactoring Light Globals.mp4
21 MB
153. Exercise Camera Pitch Rotation.mp4
41 MB
154. Implementing the Camera Pitch Rotation.mp4
43 MB
155. Declaring Multiple Meshes.mp4
58 MB
156. Implementing Multiple Meshes.mp4
116 MB
157. Implementing Multiple Textures.mp4
68 MB
158. Function to Process Pipeline Stages.mp4
92 MB
159. Exercise Reading OBJ Quads.mp4
69 MB
160. Reading OBJ Quads.mp4
20 MB
161. Dedicated Graphics Cards.mp4
88 MB
162. Modern Graphics APIs & Shaders.mp4
122 MB
163. Pineda's Rasterization Algorithm.mp4
49 MB
164. Determining Point Inside Triangle.mp4
80 MB
165. Top-Left Rasterization Rule.mp4
80 MB
166. Edge Function & Barycentric Weights.mp4
69 MB
167. Edge Function & Constant Increments.mp4
93 MB
168. Subpixel Rasterization.mp4
56 MB
169. Signed Area & Backface Culling.mp4
60 MB
170. Non-Fullscreen SDL Window.mp4
46 MB
171. Mouse Motion (Camera Pitch & Yaw).mp4
29 MB
172. Mouse Wheel (Camera Front & Back).mp4
31 MB
173. Exercise Subpixel Rasterizer.mp4
90 MB
174. Subpixel Line Drawing.mp4
107 MB
175. Subpixel Flat-Shaded Triangles.mp4
43 MB
176. Subpixel Textured Triangles.mp4
52 MB
177. Revisiting Handedness & Orientation.mp4
77 MB
178. Next Steps.mp4
67 MB
code/A Discussion on Dynamic Memory Allocation.zip
1.3 MB
code/Avoiding Division by Zero.zip
28 kB
code/Back-face Culling Code.zip
15 kB
code/Barycentric Coordinates.zip
48 kB
code/Clipping Texture UV Coordinates.zip
1.3 MB
code/Coding a Function to Draw Lines.zip
6.0 kB
code/Coding a Simple FPS Camera Movement.zip
1.3 MB
code/Coding a Sorting Function.zip
16 kB
code/Coding Flat Shading & Light.zip
29 kB
code/Coding New Header Files.zip
2.7 kB
code/Coding the Function to Clip Polygons Against Planes.zip
1.3 MB
code/Coding the LookAt Function.zip
1.3 MB
code/Coding the Perspective Projection Matrix.zip
18 kB
code/Creating a Function to Draw Rectangles.zip
2.0 kB
code/Determining Point Inside Triangle.zip
7.5 kB
code/Different Rendering Options Solution.zip
16 kB
code/Dot Product - DotProductVisualizer.zip
128 kB
code/Dot Product.zip
14 kB
code/Drawing a Background Grid.zip
1.8 kB
code/Dynamic Arrays.zip
7.2 kB
code/Dynamic Mesh Vertices and Faces.zip
7.6 kB
code/Edge Function & Barycentric Weights.zip
7.0 kB
code/Edge Function & Constant Increments.zip
7.8 kB
code/Exercise Drawing a Background Grid.zip
1.8 kB
code/Exercise Reading OBJ Quads.zip
8.8 MB
code/Exercise Z-Buffer for Filled Triangles.zip
1.3 MB
code/Fixing our Game Loop Time Step.zip
4.1 kB
code/Flat-Bottom Triangle Algorithm.zip
16 kB
code/Flat-Top Triangle Code.zip
16 kB
code/Freeing PNG Textures.zip
35 kB
code/Fullscreen Window.zip
1.8 kB
code/Function to Process Pipeline Stages.zip
6.3 MB
code/Horizontal & Vertical FOV Angles.zip
1.3 MB
code/Implementing a Z-Buffer for Filled Triangles.zip
1.3 MB
code/Implementing Multiple Textures.zip
1.4 MB
code/Implementing the Camera Pitch Rotation.zip
1.4 MB
code/Implementing the Perspective Divide.zip
3.9 kB
code/Initializing an Array of Frustum Planes.zip
1.3 MB
code/Inverted Cube UV Coordinates.zip
26 kB
code/Inverted Vertical Screen Values.zip
29 kB
code/Loading OBJ Texture Attributes.zip
35 kB
code/Mouse Motion (Camera Pitch & Yaw).zip
6.3 MB
code/Mouse Wheel (Camera Front & Back).zip
6.3 MB
code/Non-Fullscreen SDL Window.zip
6.3 MB
code/Orthographic Projection.zip
3.8 kB
code/Perspective Correct Interpolation Code.zip
27 kB
code/Pineda's Rasterization Algorithm.zip
7.4 kB
code/Polygon Typedef.zip
1.4 MB
code/Preventing Texture Buffer Overflow.zip
1.3 MB
code/Reading OBJ Quads.zip
8.8 MB
code/Refactoring Light Globals.zip
1.4 MB
code/Refactoring SDL Globals.zip
1.3 MB
code/Rendering an SDL Window.zip
1.4 kB
code/Rotation Matrix Code.zip
18 kB
code/Scale Matrix Code.zip
17 kB
code/SDL Texture.zip
1.7 kB
code/Simulating Low-Resolution Displays.zip
1.3 MB
code/Subpixel Line Drawing.zip
6.3 MB
code/Subpixel Rasterization.zip
7.2 kB
code/Subpixel Textured Triangles.zip
6.3 MB
code/Texture Typedef.zip
25 kB
code/Textured Flat-Top Triangle.zip
25 kB
code/The World Matrix.zip
18 kB
code/Top-Left Rasterization Rule.zip
7.6 kB
code/Translation Matrix Code.zip
17 kB
code/Using a Delay Function.zip
4.2 kB
code/Variable Delta-time.zip
1.3 MB
code/Vector Normalization.zip
16 kB
code/Vector Rotation Function.zip
4.0 kB
code/Vertices and Triangle Faces.zip
5.7 kB
code/Visualizing Clipped Triangles.zip
1.3 MB
code/Visualizing Textured Triangles.zip
26 kB
code/Z-Buffer Code.zip
1.3 MB
File/1. Error Check when Allocating Memory.htm
1.1 MB
File/2. The Operator Sizeof.htm
1020 kB
File/3. Background Color Patterns.htm
1.0 MB
File/4. Constant Array Size Declaration.htm
1001 kB
File/5. Isometric Projection.htm
1.9 MB
File/6. Exercise Proving the Angle Cosine Addition.htm
1.8 MB
File/7. Constant Framerate & Delta-time.htm
998 kB
File/8. Downloading array.h
998 kB
File/9. Separation of Vertex and Faces.htm
1.1 MB
File/10. OBJ Files as Quads or Triangles.htm
999 kB
File/11. Back-face Culling in Games.htm
3.3 MB
File/12. Dot Product & Vector Length.htm
1019 kB
File/13. Back-face Culling in OpenGL.htm
1009 kB
File/14. Normalization & Direction.htm
1.0 MB
File/15. Exercise Selecting Different Render Modes.htm
1012 kB
File/16. Compiler Error & Enum Declaration.htm
1.0 MB
File/17. Typedef for Color Values.htm
1.1 MB
File/18. Number of Triangles vs. Performance.htm
7.9 MB
File/19. Exercise Sorting Faces.htm
1.1 MB
File/20. Triangles, Polygons, and More....htm
17 MB
File/21. Exercise Matrix Multiplication.htm
1008 kB
File/22. 3D Rotation Direction & Handedness.htm
1.0 MB
File/23. Really Grokking the Projection Matrix.htm
1.7 MB
File/24. Order of Transformations for Row-major and Column-major.htm
1004 kB
File/25. A Note on Vector Normalization.htm
1021 kB
File/26. Gouraud Shading in Games.htm
3.8 MB
File/27. What Does Affine Mean.htm
1.0 MB
File/28. A Deeper Look into Perspective Correct Theory.htm
1001 kB
File/29. Downloading upng.h
998 kB
File/30. A Small Note on Rasterization Rules.htm
1.1 MB
File/31. Color Bytes (RGBA vs. ABGR).htm
1017 kB
File/32. Revisiting the PS1 Look.htm
21 MB
File/33. So, What Actually Gets Transformed.htm
2.1 MB
File/34. Intersection Between Line & Plane.pdf
198 kB
File/35. Deciding What Not to Render.htm
1.4 MB
File/36. Using Fixed-Point Numbers.htm
1005 kB
File/37. Older Hardware 3D Techniques.htm
5.9 MB