GraphicsNotes

Proja->b = a . b / |b|

a x b = -b x a

Projection Matrices Barycentric Coordinates

Texture Sampling:

  1. Linear Filtering (pick the color of the nearest texel)
  2. Bilinear Filtering (binary interpolation between four nearest texels)
  3. Bicubic Filtering (similiar to bilinear, but samples in a 4x4)
  4. Trilinear Filtering (bilinear filtering on the two nearest mipmap levels, then interpolate between the results)
  5. Anisotropic Filtering (multiple trilinear filters to better sample the specific area we are sampling)

The Rendering Equation Rendering Equation Visualization

BRDF = $f_r(w_i, w_o)$

Ray Sphere Intersection Ray Plane Intersection