Episode

74: Lights, Camera, Action! (3D Computer Graphics: Part I)

Podcast
Breaking Math Podcast
Published
Jun 19, 2022
Duration seconds
2579
Processing state
not_requested
Canonical source
https://rss.com/podcasts/breaking-math/2498400
Audio
https://content.rss.com/episodes/369257/2498400/breaking-math/2026_01_27_22_56_03_9915c51b-8a4a-4870-8b84-e137c0c3f96a.mp3
JSON
/v1/public/podcasts/breaking-math-podcast-325661/episodes/74-lights-camera-action-3d-computer-graphics-part-i
Markdown
/podcast/breaking-math-podcast-325661/74-lights-camera-action-3d-computer-graphics-part-i.md

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Summary

The world around us is a four-dimensional world; there are three spatial dimensions, and one temporal dimension. Many of these objects emit an almost unfathomable number of photons. As we developed as creatures on this planet, we gathered the ability to sense the world around us; and given the amount of information represented as photons, it is no surprise that we developed an organ for sensing photons. But because of the amount of photons that are involved, and our relatively limited computational resources, it is necessary to develop shortcuts if we want to simulate an environment in silico. So what is raytracing? How is that different from what happens in games? And what does Ptolemy have to do with 3D graphics? All of this and more on this episode of Breaking Math.