Tabellab
IT & Tech Intermediate

3D Graphics by Hand: Vertex Tables, Rotations, Camera Space, Perspective Projection, Screen Mapping, Back-Face Culling, Depth Buffers & Flat Shading

Follow a toy cube through the whole rendering pipeline. You will store vertices and faces in tables, scale, rotate and move the model, move it into camera space, project it with a field of view, map it to pixels, cull faces that point away, resolve overlaps with a depth buffer and shade each face by its light angle, with every cell checked as you go.

8 lessons 8 labs 2.1 h Certificate

One-time payment · lifetime access · lessons, labs, exam and certificate included · no subscription.

About this course

This course follows a toy cube through the 3D rendering pipeline in a spreadsheet, without code or a graphics program. You store the cube as a vertex table and a face table and look up corners with INDEX, then scale, rotate and move it with SIN, COS and RADIANS written out component by component. You move the scene into camera space, project it with a focal factor from the field of view and the aspect ratio, round it to pixel columns and rows and plot it. Then you cull faces with signed areas, keep the nearest fragment per pixel with MINIFS, shade faces with a dot product and check the frame time against a 30 and 60 fps budget.

Lessons

  1. Points & Meshes: Vertex Tables, Face Tables and LookupsLab15 min Pro
  2. Model Transforms: Scale, Rotate, Move – and Why the Order MattersLab16 min Pro
  3. Camera Space: Moving the World in Front of the CameraLab15 min Pro
  4. Perspective Projection: Field of View, Aspect Ratio and ClippingLab15 min Pro
  5. Screen Mapping: From Normalised Coordinates to Pixel Columns and RowsLab15 min Pro
  6. Back-Face Culling: Signed Areas Decide Which Faces Are DrawnLab15 min Pro
  7. Depth Buffer: The Nearest Fragment WinsLab15 min Pro
  8. Capstone – Flat Shading, Grey Levels and the Frame-Time BudgetLab18 min Pro