TorBT - Torrents and Magnet Links Search Engine
Pikuma - 3D Computer Graphics Programming
- Date: 2026-07-09
- Size: 11 GB
- Files: 289
File Name
Size
99. Inverted Vertical Screen Values.mp4
29 MB
Implementing Multiple Textures.zip
1.4 MB
Top-Left Rasterization Rule.zip
7.6 kB
169. Signed Area & Backface Culling.mp4
60 MB
Fullscreen Window.zip
1.8 kB
36. Using Fixed-Point Numbers.htm
1005 kB
120. Z-Buffer.mp4
82 MB
80. 3D Scale Matrix.mp4
68 MB
136. Defining Frustum Planes Points & Normals.mp4
172 MB
10. OBJ Files as Quads or Triangles.htm
999 kB
125. Camera Space.mp4
126 MB
159. Exercise Reading OBJ Quads.mp4
69 MB
91. Populating our Perspective Projection Matrix.mp4
71 MB
58. Back-face Culling Code.mp4
71 MB
19. Creating a Function to Draw Rectangles.mp4
60 MB
132. Coding a Simple FPS Camera Movement.mp4
91 MB
42. Line Equation.mp4
66 MB
Coding Flat Shading & Light.zip
29 kB
38. Using a Delay Function.mp4
32 MB
161. Dedicated Graphics Cards.mp4
88 MB
34. Intersection Between Line & Plane.pdf
198 kB
24. Declaring a Vector Type.mp4
5.3 MB
122. Exercise Z-Buffer for Filled Triangles.mp4
27 MB
Loading OBJ Texture Attributes.zip
35 kB
Perspective Correct Interpolation Code.zip
27 kB
20. Defining Header Files.mp4
88 MB
162. Modern Graphics APIs & Shaders.mp4
122 MB
16. Compiler Error & Enum Declaration.htm
1.0 MB
11. Back-face Culling in Games.htm
3.3 MB
14. Normalization & Direction.htm
1.0 MB
3. Words of Encouragement.mp4
21 MB
142. A Function to Clip Polygon Against Planes.mp4
125 MB
7. The Compilation Flow.mp4
16 MB
Drawing a Background Grid.zip
1.8 kB
22. The Draw Pixel Function.mp4
33 MB
164. Determining Point Inside Triangle.mp4
80 MB
154. Implementing the Camera Pitch Rotation.mp4
43 MB
89. Translation is Not a Linear Transformation.mp4
70 MB
52. Vector Addition and Subtraction.mp4
29 MB
174. Subpixel Line Drawing.mp4
107 MB
175. Subpixel Flat-Shaded Triangles.mp4
43 MB
Preventing Texture Buffer Overflow.zip
1.3 MB
41. Triangle Edges.mp4
11 MB
Dynamic Mesh Vertices and Faces.zip
7.6 kB
138. Defining Points Inside and Outside Planes.mp4
55 MB
160. Reading OBJ Quads.mp4
20 MB
14. SDL Texture.mp4
79 MB
Vector Rotation Function.zip
4.0 kB
31. Vector Transformations.mp4
46 MB
51. Vector Magnitude.mp4
47 MB
170. Non-Fullscreen SDL Window.mp4
46 MB
Z-Buffer Code.zip
1.3 MB
Dot Product - DotProductVisualizer.zip
128 kB
76. Properties of Matrix Multiplication.mp4
61 MB
2. How to Take this Course.mp4
4.5 MB
Subpixel Textured Triangles.zip
6.3 MB
1. Introduction and Learning Outcomes.mp4
64 MB
1. Error Check when Allocating Memory.htm
1.1 MB
28. Perspective Projection.mp4
69 MB
44. Coding a Function to Draw Lines.mp4
53 MB
34. Vector Rotation Function.mp4
34 MB
Different Rendering Options Solution.zip
16 kB
Creating a Function to Draw Rectangles.zip
2.0 kB
150. Refactoring SDL Globals.mp4
120 MB
96. Flat Shading.mp4
117 MB
4. Project Dependencies.mp4
85 MB
30. Coordinate System Handedness.mp4
14 MB
The World Matrix.zip
18 kB
109. Visualizing Textured Triangles.mp4
94 MB
153. Exercise Camera Pitch Rotation.mp4
41 MB
36. Proof of Angle Cosine Addition.mp4
28 MB
Initializing an Array of Frustum Planes.zip
1.3 MB
94. Projecting Negative Values.mp4
46 MB
40. Vertices and Triangle Faces.mp4
48 MB
111. PS1 Games and Affine Texture Mapping.mp4
7.8 MB
85. 3D Rotation Matrices.mp4
67 MB
65. Flat-Bottom Triangle Algorithm.mp4
70 MB
Refactoring Light Globals.zip
1.4 MB
156. Implementing Multiple Meshes.mp4
116 MB
77. Examples of Matrix Multiplication.mp4
52 MB
67. Flat-Top Triangle Algorithm.mp4
39 MB
78. 2D Rotation Matrix.mp4
50 MB
Coding the Function to Clip Polygons Against Planes.zip
1.3 MB
27. What Does Affine Mean.htm
1.0 MB
126. Look At Camera Model.mp4
78 MB
152. Refactoring Light Globals.mp4
21 MB
Non-Fullscreen SDL Window.zip
6.3 MB
Avoiding Division by Zero.zip
28 kB
17. Drawing a Background Grid.mp4
51 MB
SDL Texture.zip
1.7 kB
2. The Operator Sizeof.htm
1020 kB
166. Edge Function & Barycentric Weights.mp4
69 MB
157. Implementing Multiple Textures.mp4
68 MB
Coding a Function to Draw Lines.zip
6.0 kB
Edge Function & Barycentric Weights.zip
7.0 kB
37. Older Hardware 3D Techniques.htm
5.9 MB
Back-face Culling Code.zip
15 kB
108. Function to Compute (α, β, γ).mp4
46 MB
Pineda's Rasterization Algorithm.zip
7.4 kB
121. Z-Buffer Code.mp4
69 MB
176. Subpixel Textured Triangles.mp4
52 MB
70. Different Rendering Options Solution.mp4
53 MB
15. Exercise Selecting Different Render Modes.htm
1012 kB
Rendering an SDL Window.zip
1.4 kB
Refactoring SDL Globals.zip
1.3 MB
18. Exercise Drawing Rectangles.mp4
28 MB
22. 3D Rotation Direction & Handedness.htm
1.0 MB
21. Coding New Header Files.mp4
46 MB
32. Revisiting the PS1 Look.htm
21 MB
90. Defining a Projection Matrix.mp4
102 MB
6. Exercise Proving the Angle Cosine Addition.htm
1.8 MB
Barycentric Coordinates.zip
48 kB
102. Texture Typedef.mp4
80 MB
155. Declaring Multiple Meshes.mp4
58 MB
Reading OBJ Quads.zip
8.8 MB
72. Painter's Algorithm.mp4
54 MB
31. Color Bytes (RGBA vs. ABGR).htm
1017 kB
147. Clipping Texture UV Coordinates.mp4
113 MB
106. Barycentric Coordinates.mp4
138 MB
Inverted Cube UV Coordinates.zip
26 kB
4. Constant Array Size Declaration.htm
1001 kB
29. Downloading upng.h
998 kB
172. Mouse Wheel (Camera Front & Back).mp4
31 MB
49. Loading OBJ File Content.mp4
73 MB
35. Proof of Angle Sine Addition.mp4
65 MB
68. Flat-Top Triangle Code.mp4
30 MB
9. Separation of Vertex and Faces.htm
1.1 MB
63. Solution to the Triangle Midpoint.mp4
62 MB
83. 3D Translation Matrix.mp4
62 MB
119. Visualizing Textured OBJ Models.mp4
32 MB
Subpixel Line Drawing.zip
6.3 MB
Vertices and Triangle Faces.zip
5.7 kB
16. Exercise Drawing a Background Grid.mp4
31 MB
37. Fixing our Game Loop Time Step.mp4
81 MB
Flat-Top Triangle Code.zip
16 kB
23. Really Grokking the Projection Matrix.htm
1.7 MB
84. Translation Matrix Code.mp4
18 MB
Mouse Wheel (Camera Front & Back).zip
6.3 MB
104. Textured Flat-Bottom Triangle.mp4
109 MB
92. Coding the Perspective Projection Matrix.mp4
84 MB
32. Review of Sine Cosine and Tangent.mp4
40 MB
115. Loading PNG File Content.mp4
74 MB
59. Vector Normalization.mp4
75 MB
Implementing a Z-Buffer for Filled Triangles.zip
1.3 MB
Using a Delay Function.zip
4.2 kB
146. Horizontal & Vertical FOV Angles.mp4
52 MB
11. Rendering an SDL Window.mp4
72 MB
82. Scale Matrix Code.mp4
52 MB
Coding a Sorting Function.zip
16 kB
171. Mouse Motion (Camera Pitch & Yaw).mp4
29 MB
Coding the LookAt Function.zip
1.3 MB
86. Rotation Matrix Code.mp4
30 MB
130. Variable Delta-time.mp4
32 MB
110. Perspective Correct Interpolation.mp4
234 MB
66. Flat-Bottom Triangle Code.mp4
50 MB
143. Coding the Function to Clip Polygons Against Planes.mp4
103 MB
8. Downloading array.h
998 kB
Implementing the Perspective Divide.zip
3.9 kB
141. Polygon Typedef.mp4
103 MB
101. Representing Textures in Memory.mp4
96 MB
73. Coding a Sorting Function.mp4
71 MB
114. Decoding PNG Files.mp4
77 MB
47. OBJ Files.mp4
66 MB
19. Exercise Sorting Faces.htm
1.1 MB
5. Isometric Projection.htm
1.9 MB
Orthographic Projection.zip
3.8 kB
62. Activity Find Triangle Midpoint.mp4
32 MB
Polygon Typedef.zip
1.4 MB
8. Working with Makefiles.mp4
12 MB
117. Loading OBJ Texture Attributes.mp4
108 MB
144. Converting Polygons Back Into Triangles.mp4
38 MB
26. Gouraud Shading in Games.htm
3.8 MB
Variable Delta-time.zip
1.3 MB
Simulating Low-Resolution Displays.zip
1.3 MB
3D Graphics Programming from Scratch.txt
4.9 kB
167. Edge Function & Constant Increments.mp4
93 MB
105. Textured Flat-Top Triangle.mp4
31 MB
Coding New Header Files.zip
2.7 kB
13. Allocating Memory and Freeing Resources.mp4
24 MB
Implementing the Camera Pitch Rotation.zip
1.4 MB
148. Clipping Space.mp4
136 MB
124. A Discussion on Dynamic Memory Allocation.mp4
115 MB
128. The LookAt Function.mp4
55 MB
30. A Small Note on Rasterization Rules.htm
1.1 MB
39. Triangles and Meshes.mp4
50 MB
57. Back-face Culling Algorithm.mp4
33 MB
133. Frustum Clipping.mp4
79 MB
98. Smooth Shading Techniques.mp4
65 MB
Textured Flat-Top Triangle.zip
25 kB
168. Subpixel Rasterization.mp4
56 MB
21. Exercise Matrix Multiplication.htm
1008 kB
17. Typedef for Color Values.htm
1.1 MB
Determining Point Inside Triangle.zip
7.5 kB
134. Planes.mp4
34 MB
25. Review of C Structs.mp4
30 MB
Fixing our Game Loop Time Step.zip
4.1 kB
Exercise Z-Buffer for Filled Triangles.zip
1.3 MB
Translation Matrix Code.zip
17 kB
Flat-Bottom Triangle Algorithm.zip
16 kB
33. Rotating Vectors.mp4
95 MB
Edge Function & Constant Increments.zip
7.8 kB
81. Matrix Typedef.mp4
20 MB
Subpixel Rasterization.zip
7.2 kB
Exercise Drawing a Background Grid.zip
1.8 kB
Clipping Texture UV Coordinates.zip
1.3 MB
158. Function to Process Pipeline Stages.mp4
92 MB
140. Clipping a Polygon Against a Plane.mp4
130 MB
112. Perspective Correct Interpolation Code.mp4
126 MB
95. Row-major and Column-major Orders.mp4
61 MB
87. The World Matrix.mp4
72 MB
50. Back-face Culling Motivation.mp4
37 MB
7. Constant Framerate & Delta-time.htm
998 kB
75. Matrix Operations.mp4
82 MB
69. Avoiding Division by Zero.mp4
21 MB
33. So, What Actually Gets Transformed.htm
2.1 MB
97. Coding Flat Shading & Light.mp4
87 MB
151. Simulating Low-Resolution Displays.mp4
35 MB
149. Working with Static Variables.mp4
18 MB
Horizontal & Vertical FOV Angles.zip
1.3 MB
Function to Process Pipeline Stages.zip
6.3 MB
71. Colored Triangle Faces.mp4
52 MB
46. Dynamic Mesh Vertices and Faces.mp4
41 MB
28. A Deeper Look into Perspective Correct Theory.htm
1001 kB
79. 3D Matrix Transformations.mp4
64 MB
178. Next Steps.mp4
67 MB
A Discussion on Dynamic Memory Allocation.zip
1.3 MB
20. Triangles, Polygons, and More....htm
17 MB
145. Visualizing Clipped Triangles.mp4
75 MB
Dynamic Arrays.zip
7.2 kB
113. Inverted Cube UV Coordinates.mp4
22 MB
3. Background Color Patterns.htm
1.0 MB
27. Orthographic Projection.mp4
45 MB
12. Dot Product & Vector Length.htm
1019 kB
Visualizing Textured Triangles.zip
26 kB
45. Dynamic Arrays.mp4
47 MB
6. Project Folder Structure.mp4
14 MB
123. Implementing a Z-Buffer for Filled Triangles.mp4
34 MB
107. Barycentric Weights (α, β, γ).mp4
119 MB
Coding a Simple FPS Camera Movement.zip
1.3 MB
165. Top-Left Rasterization Rule.mp4
80 MB
Coding the Perspective Projection Matrix.zip
18 kB
23. Vectors.mp4
73 MB
135. Exercise Right Frustum Plane Point & Normal.mp4
29 MB
60. Triangle Fill.mp4
50 MB
131. A Simple FPS Camera Movement.mp4
59 MB
13. Back-face Culling in OpenGL.htm
1009 kB
163. Pineda's Rasterization Algorithm.mp4
49 MB
Exercise Reading OBJ Quads.zip
8.8 MB
43. DDA Line Drawing Algorithm.mp4
104 MB
18. Number of Triangles vs. Performance.htm
7.9 MB
129. Coding the LookAt Function.mp4
75 MB
61. Flat-Bottom & Flat-Top Technique.mp4
36 MB
139. Intersection Between Line & Plane.mp4
154 MB
29. Implementing the Perspective Divide.mp4
13 MB
12. Declaring a Color Buffer.mp4
203 MB
24. Order of Transformations for Row-major and Column-major.htm
1004 kB
Scale Matrix Code.zip
17 kB
74. Matrices Overview.mp4
88 MB
Freeing PNG Textures.zip
35 kB
5. A Quick Note for Windows Users.mp4
12 MB
56. Dot Product.mp4
77 MB
25. A Note on Vector Normalization.htm
1021 kB
127. Look At Transformations.mp4
118 MB
100. Texture Mapping.mp4
101 MB
116. Freeing PNG Textures.mp4
4.3 MB
Texture Typedef.zip
25 kB
Vector Normalization.zip
16 kB
118. Preventing Texture Buffer Overflow.mp4
45 MB
173. Exercise Subpixel Rasterizer.mp4
90 MB
9. Configuring Visual Studio on Windows.mp4
34 MB
Visualizing Clipped Triangles.zip
1.3 MB
48. Exercise Loading OBJ File Content.mp4
29 MB
88. Order of Transformations.mp4
11 MB
54. Vector Cross Product.mp4
50 MB
10. Creating an SDL Window.mp4
34 MB
177. Revisiting Handedness & Orientation.mp4
77 MB
55. Finding the Normal Vector.mp4
49 MB
Mouse Motion (Camera Pitch & Yaw).zip
6.3 MB
93. Exercise Projecting Negative Values.mp4
19 MB
Rotation Matrix Code.zip
18 kB
15. Fullscreen Window.mp4
29 MB
137. Initializing an Array of Frustum Planes.mp4
32 MB
35. Deciding What Not to Render.htm
1.4 MB
53. Vector Scalar Multiplication and Division.mp4
8.2 MB
64. Coding the Triangle Midpoint Computation.mp4
30 MB
103. Textured Triangles.mp4
31 MB
Dot Product.zip
14 kB
26. Array of Points.mp4
28 MB
Inverted Vertical Screen Values.zip
29 kB