One Formula That Demystifies 3D Graphics
youtube.com
youtube.com
I can't really say that this formula demystifies things, but the video is nice if you're eager to learn about this.
(i didn't see the video except the beginning to check what was the "mysterious formula".)
The rotation formula eludes me.
Interestingly, in a way, rotation is less mystical than the perspective projection. The rotation is linear: x' = Rx, but the perspective projection is non-linear.
This is where things become fun. Next up are homogeneous coordinates or quaternions. Takes a few years of your life to actually enjoy this though :)
And spin groups beat quaternions since they work in every (finite) dimension. :-)
One important revelation in that regard for instance, was that moving a camera within a world is mathematically exactly the same as moving the world in the opposite direction relative to the camera. Once you get a feel for how transformations and coordinate spaces work, you can start playing around with them and a whole new world of possibilities opens up to you.
I had to walk him away.
https://www.essentialvermeer.com/technique/perspective/histo...
It is quite likely that artists in earlier periods struggled with this as well, and were less concerned with adhering strictly to a photographic or geometrically exact perspective, as we are. The adoption of the camera obscura probably influenced things a lot.
The Multiview Geometry Book begins with a great deep dive on the topic.
https://www.cambridge.org/us/universitypress/subjects/comput...
Casey Muratori's Handmade Hero series has several excellent explainers aimed at aspiring game developers, there's even a math playlist:
https://www.youtube.com/playlist?list=PLEMXAbCVnmY7lyKDlQbdb...
Learning that perspective happens via /z is nowhere near sufficiently demystifying IMO