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Graphics

The maths a 3D engine runs every frame: coordinate spaces, transformations, cameras, projection — and how a triangle of numbers becomes a triangle of pixels.

3D viewer — drag to orbit · scroll to zoom · right-drag to pan
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Coordinate spaces — follow a cube from mesh to pixels
xyz

Model space: the cube as the mesh file stores it — built around its own origin, no idea where it'll end up.

the cube's far-top-right corner here: (0.5, 0.5, 0.5)

Why graphics here?

Computer graphics is applied geometry and linear algebra with an instant payoff: you change a number, the picture moves. Every cube you see in a game travels the same assembly line of matrix multiplications — model, then view, then projection — before it ever reaches the screen. This section walks that line one stop at a time.

Suggested path

New to it? Go Introduction Vectors Transformations Matrices & the MVP → then follow the coordinate spaces in order.

Start here

The big picture: what a graphics pipeline does, and the vectors & matrices it does it with.

The coordinate spaces

Follow one vertex from the mesh file all the way to a pixel — model, world, view, clip, screen.

Drawing it

Once the vertices are in screen space, how do triangles actually become coloured pixels?