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.
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What you'll build
What you will be able to do
Each lab ends with a concrete result that you build yourself and the checker confirms, cell by cell.
- Store a toy cube as a vertex table and a face table, measure edges and diagonals with INDEX lookups, find each face's centre and the bounding box, and see why shared vertices keep a mesh small.
- Scale the cube, rotate it about the z-axis with SIN, COS and RADIANS, move it into place, and then turn one point about two axes in both orders to see that the results differ.
- Subtract the camera position from every world point, turn the offsets by the camera's yaw, flag points that lie behind the camera and count what is left in front.
- Turn the field of view into a focal factor, divide by depth to project every point, correct x for the wide screen and flag points outside the near and far planes.
- Stretch NDC values onto a 640 × 360 viewport, round them to whole pixels, flip y because pixel rows count downwards, flag a point off the screen and plot the projected cube.
- Build two edge vectors per face from its pixel corners, take the z of their cross product as a signed area, mark faces as facing or culled and measure how much work culling saves.
- Count the fragments that land on each pixel, keep the nearest depth with MINIFS, look up which face is visible with INDEX/MATCH and measure the overdraw.
- Light each face with the dot product of its normal and the light direction, turn that into a grey level with an ambient share, chart the shading and check whether the whole frame fits a 30 or 60 frames-per-second budget.
About this course
Every 3D game and model viewer runs the same chain of maths before a frame appears. This course walks a toy cube through that chain without writing code. You list its corners and faces in tables, then scale, rotate and translate it and discover why the order of rotations changes the result. The world is shifted and turned into the camera's view, divided by depth for perspective and mapped onto a 640 × 360 pixel grid with the y-axis flipped. Signed areas decide which faces point away, a nearest-depth test settles overlapping fragments, and a dot product with the light direction gives each face its grey level. A frame-time budget closes the course. For game developers, students and graphics beginners.
Curriculum
Course content
8 lessons · 8 labs · 2.1 h · final exam
- Unlocked when you buy the course
- Unlocked when you buy the course
- Unlocked when you buy the course
- Unlocked when you buy the course
- Unlocked when you buy the course
- Unlocked when you buy the course
- Unlocked when you buy the course
- Unlocked when you buy the course
- Final exam
Certificate
Finish with a certificate you can verify
Complete every lesson and pass the final exam to receive a certificate of completion for this course, with a unique credential ID and a public verification page.
- Names the course, your score and the date of issue
- A verification link for your CV or LinkedIn profile
- 12 questions, 75% to pass, unlimited retries.
A Tutorvo certificate confirms that you completed a course. It is not an official or professional qualification.
Before you buy
Questions about this course
Is this a subscription?
No. You pay $9.99 once for this course. There is no subscription and nothing renews automatically. Prices are in US dollars; taxes may be added where required.
What exactly do I get?
All lessons and labs of this course, the final exam and the certificate, including later updates to the course, for as long as Tutorvo offers it. Access is personal and tied to your account.
Can I get a refund?
Yes. If you are not satisfied, email hello@tutorvo.com within 14 days of buying and we refund the course in full via Stripe. The guarantee does not apply once a certificate for the course has been issued to you, or where there are signs of abuse.
When can I start?
Right after payment. Access starts immediately at your request; for consumers in the EU/EEA the statutory right of withdrawal therefore ends once access has begun, while our 14-day money-back guarantee applies regardless.
Do I need Excel or other software?
No. The labs run in a spreadsheet inside your browser on a laptop, tablet or phone. Function names and syntax follow Excel.
Is the certificate an official qualification?
No. It confirms that you completed all lessons of the course and passed its final exam. It is not an official, state-recognised or professional qualification. The name is taken from your profile when the certificate is issued.
Full details are in our Terms · hello@tutorvo.com
