{"id":64,"date":"2015-10-01T16:09:29","date_gmt":"2015-10-01T13:09:29","guid":{"rendered":"https:\/\/sobbayi.com\/?p=64"},"modified":"2021-12-09T04:39:42","modified_gmt":"2021-12-09T09:39:42","slug":"the-theory-of-3d-math-for-computer-graphics-part-2","status":"publish","type":"post","link":"http:\/\/local.brightwhiz\/the-theory-of-3d-math-for-computer-graphics-part-2\/","title":{"rendered":"The Theory of 3D Math for Computer Graphics \u2013 Part 2"},"content":{"rendered":"\n
As we get started with the second part of our series on the 3D math<\/a> that is essential for understanding 3D art, I would like to do a quick recap of what was discussed in our last article on the theory of 3D Math – Part 1<\/a>.<\/p>\n\n\n\n This series on 3D maths seeks to help you get a general understanding of 3D scenes so that you can apply what you learn here in your future 3D projects.<\/p>\n\n\n\n For the basic 3D math needed to understand 3D Scenes in our last 3D math article, we talked about the 1D and 2D spaces and the coordinates of the Cartesian plane. We mentioned the idea behind the X-axis and the Y-axis and how they relate to each other.<\/p>\n\n\n\n We also talked about the four quadrants surrounding the point of intersection and how to determine the coordinates of any point on the Cartesian plane. In this article, we pick up from there and introduce more concepts.<\/p>\n\n\n\n From now on we will need to get comfortable with 3D spaces as we move away from the flat planes of 2D scenes.<\/p>\n\n\n\n Moving from 2D to 3D is done by adding a single dimension or the third dimension. We already live in a 3D world. Unfortunately growing up through the various education systems we found ourselves interacting with 2D representations of 3D worlds.<\/p>\n\n\n\n Be it an illustration in a book, a movie, television or graphics on your computer screen, where a 2D surface is used to represent the third dimension.<\/p>\n\n\n\n The next dimension we are dealing with from now on is also known in the industry as the Z-axis as seen in the illustration below.<\/p>\n\n\n\nIntroducing the Third Dimension in 3D Math<\/h2>\n\n\n\n