tinyrenderer | A brief computer graphics / rendering course | Graphics library

 by   ssloy C++ Version: Chapter_Six_Final License: Non-SPDX

kandi X-RAY | tinyrenderer Summary

kandi X-RAY | tinyrenderer Summary

tinyrenderer is a C++ library typically used in User Interface, Graphics applications. tinyrenderer has no bugs, it has no vulnerabilities and it has medium support. However tinyrenderer has a Non-SPDX License. You can download it from GitHub.

A brief computer graphics / rendering course

            kandi-support Support

              tinyrenderer has a medium active ecosystem.
              It has 17158 star(s) with 1698 fork(s). There are 411 watchers for this library.
              It had no major release in the last 6 months.
              There are 38 open issues and 79 have been closed. On average issues are closed in 57 days. There are 2 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of tinyrenderer is Chapter_Six_Final

            kandi-Quality Quality

              tinyrenderer has 0 bugs and 0 code smells.

            kandi-Security Security

              tinyrenderer has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              tinyrenderer code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              tinyrenderer has a Non-SPDX License.
              Non-SPDX licenses can be open source with a non SPDX compliant license, or non open source licenses, and you need to review them closely before use.

            kandi-Reuse Reuse

              tinyrenderer releases are not available. You will need to build from source code and install.
              Installation instructions are not available. Examples and code snippets are available.

            Top functions reviewed by kandi - BETA

            kandi's functional review helps you automatically verify the functionalities of the libraries and avoid rework.
            Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of tinyrenderer
            Get all kandi verified functions for this library.

            tinyrenderer Key Features

            No Key Features are available at this moment for tinyrenderer.

            tinyrenderer Examples and Code Snippets

            No Code Snippets are available at this moment for tinyrenderer.

            Community Discussions


            My unworking implementation of perspective projection
            Asked 2018-Feb-27 at 22:55

            I wrote a program that takes in entry some points, expressed in 3D coordinates and that must be drawn in a 2D canvas. I use perspective projection, homogeneous coordinates and similar triangles to do that. However, my program does not work and I actually don't know why.

            I followed two tutorials. I really understood the geometrical definitions and properties I have read. However, my implementation fails... I will write references to these both courses little by little, to make your reading more confortable :).

            Overview : geometrical reminders

            The perspective projection is done following this workflow (cf. these 2 courses - I wrote pertinent links (HTML anchors) further down, in this post) :

            1. Definition of the points to draw, expressed according to the world's coordinates system ; Definition of the matrix of projection, which is a matrix of transformation that "converts" a point expressed according to the world coordinates system into a point expressed according to the camera's coordinates system (NB : this matrix also can be understood as being the camera)

            2. Product of these points with this matrix (as defined in the adequat part, below) : the product these points results in the conversion of these points to the camera's coordinates system. Note that points and matrix are expressed in 4D (concept of homogenous coordinates).

            3. Use of similar triangles concept to project (only computing is done at this step) on the canvas the in-camera-expressed points (using their 4D coordinates) : they are now expressed in 3D (the third coordinate is computed but not actually used on the canvas)

            4. Last step : rasterization, to actually draw the pixels on the canvas (other computing AND displaying are done at this step).

            First, the problem

            Well, I want to draw a cube but it doesn't appear. The projected points seem to be drawn on the same coordinates.

            Instead of my cube, only one black pixel is visible.

            The Scastie (snippet)

            NB : since X11 is not activated on Scastie, the window I want to create won't be shown.



            Perhaps the problem is bound to the entries ? Well, I give you them.

            Cube's points

            Ref. : myself



            Answered 2018-Feb-27 at 22:55

            You called toInt on a normalized device coordinate (meaning that the valid range is [0, 1]):

            Source https://stackoverflow.com/questions/49018456


            Why do we choose the "bounding box" method to fill a triangle?
            Asked 2017-Feb-28 at 07:18

            I'm learning a short course "How OpenGL works: software rendering in 500 lines of code" on GitHub. In lesson 2, the author is teaching us how to fill a triangle with color. He comes up with two methods:

            1. Enumerate all the horizontal segments within the triangle, and draw these segments. The author's code is as follows.



            Answered 2017-Feb-28 at 07:18

            Barycentric coordinates are used to interpolate or "smear" values at each vertex of the triangle across the triangle. For example: if I define a triangle ABC, I can give each vertex a color, Red, Green, and Blue respectively. Then as I fill out the triangle, I can use the barycentric coordinates (alpha, beta, gamma) to get a linear combination P = alpha * Red + beta * Blue + gamma * Green to determine what the color at a point inside the triangle should be.

            This process is highly optimized and built into GPU hardware. You can smear any values you'd like, including normal vectors (which is often used in per-pixel lighting computations), so it is a very useful operation.

            Of course, I have no idea what your teacher is thinking, but I'd hazard to guess that in a future lesson they might talk about that so the second algorithm naturally leads into that discussion.

            Source: https://www.scratchapixel.com/lessons/3d-basic-rendering/ray-tracing-rendering-a-triangle/barycentric-coordinates

            Source https://stackoverflow.com/questions/42501246

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network


            No vulnerabilities reported

            Install tinyrenderer

            You can download it from GitHub.


            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
            Find more information at:

            Find, review, and download reusable Libraries, Code Snippets, Cloud APIs from over 650 million Knowledge Items

            Find more libraries
          • HTTPS


          • CLI

            gh repo clone ssloy/tinyrenderer

          • sshUrl


          • Stay Updated

            Subscribe to our newsletter for trending solutions and developer bootcamps

            Agree to Sign up and Terms & Conditions

            Share this Page

            share link