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<title>S24YoungWorlds - Streamline</title>
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<div class="s24-young-worlds-container">
<div class="s24-young-worlds-content">
<div class="s24-young-worlds-nav-bar">
<img
alt="Rectangle1I145"
src="public/external/rectangle1i145-k1uq-200h.png"
class="s24-young-worlds-rectangle1"
/>
<div class="s24-young-worlds-group1">
<img
alt="Ellipse1I145"
src="public/Streamline/logo_1-600w.png"
class="s24-young-worlds-ellipse1"
/>
<span class="s24-young-worlds-text">The Rivers Streamline</span>
</div>
<div class="s24-young-worlds-group3">
<a href="index.html" class="s24-young-worlds-text01">Home</a>
<span class="s24-young-worlds-text02">About</span>
<a
href="https://www.instagram.com/rivers.streamline/"
target="_blank"
rel="noreferrer noopener"
class="s24-young-worlds-text03"
>
<span>Instagram</span>
<br />
<br />
</a>
</div>
</div>
<div class="s24-young-worlds-content1">
<div class="s24-young-worlds-main-content">
<div class="s24-young-worlds-content2">
<div class="s24-young-worlds-oarticle">
<div class="s24-young-worlds-blog-info">
<div class="s24-young-worlds-heading">
<span class="s24-young-worlds-text07">
How Computers Create Realistic 3D Worlds
</span>
</div>
<div class="s24-young-worlds-short-info">
<div class="s24-young-worlds-aauthor">
<img
alt="ImageI2101"
src="public/external/imagei2101-pano-200h.png"
class="s24-young-worlds-image"
/>
<span class="s24-young-worlds-text08">
Alex Young '25
</span>
</div>
<span class="s24-young-worlds-text09">Spring 2024</span>
</div>
</div>
<img
alt="Image2101"
src="https://www.techspot.com/articles-info/1851/images/2019-05-26-image-6-j_1100.webp"
loading="lazy"
class="s24-young-worlds-image1"
/>
<span class="s24-young-worlds-text10 ArticlequoteRegular">
<span class="s24-young-worlds-text11"></span>
<span class="s24-young-worlds-text12">
Rivers’ new computer science club explores the world of
computing
</span>
<br class="s24-young-worlds-text13" />
</span>
<div class="s24-young-worlds-para"></div>
<div class="s24-young-worlds-para1">
<span class="s24-young-worlds-text14">
<span class="AMainArticleText"></span>
<span class="AMainArticleText">
Rivers’ computer science club is a new club we (Daniel
Connelly ‘25 and I) started this year. Meeting on
Tuesday once every two weeks, we typically discuss
computer related topics like code debugging, data
mining, ChatGPT (and how it works from a technical
perspective), or 3D graphics rendering. These
discussion-based meetings do not require prior
experience with computer programming. In the future, we
hope to do more project focused work, where members use
their programming skills to explore and develop things
they are passionate about. This article explains the
details of computer graphics, a topic we discussed in a
February meeting.
</span>
<br class="s24-young-worlds-text17" />
<br class="AMainArticleText" />
<span class="AMainArticleText">
In today’s world, video games contain stunning 3D worlds
with realistic grass, trees, water, and interiors with
reflections and immersive post processing effects. Many
of the processes used to create these worlds have
existed since 3D rendering was invented in the 1970s,
but compared to how many people interact with computer
graphics every day, few actually know what these
processes are and how they are used.
</span>
<br class="s24-young-worlds-text20" />
<br class="AMainArticleText" />
<span class="AMainArticleText">
The first step to rendering shapes in 3D is defining the
geometry of those shapes. A 3D shape, often referred to
as a mesh, contains vertices (points in space) and faces
that connect these vertices. Faces are almost always
triangles because triangles only require the connection
of three vertices and are the most efficient to render.
Triangles are defined by the vertices that make them up
– so if a triangle connects a mesh’s first, second and
third vertex, it would be defined as 0, 1, 2 (computers
start counting at 0). A cube, for example, has six
vertices and twelve triangles – two for each side. More
complicated shapes have more triangles and vertices and
therefore take longer to render. It is important to note
that vertex positions and triangles are not manually
defined, unless a mesh is extremely simple. Rather,
meshes are produced in 3D modeling softwares (e.g.
Blender, Maya, 3ds Max) and exported to text files
(often in the .obj or .fbx format) containing long lists
of vertex positions and triangles that computers are
able to read and process.
</span>
<br class="AMainArticleText" />
</span>
</div>
<img
alt="Image2101"
src="https://www.techspot.com/articles-info/1851/images/2019-05-25-image-9-p_1100.webp"
class="s24-young-worlds-image2"
/>
<div class="s24-young-worlds-para2">
<span class="s24-young-worlds-text24">
<span class="AMainArticleText">
If meshes are placed into a scene (meaning 3D world)
straight from the lists containing their geometry, they
would all overlap right at that scene’s origin. They
must be transformed – translated (moved around),
rotated, or scaled – in order to be in their proper
positions. Moving around a mesh is done by multiplying
each of its vertices’ positions by a matrix that
corresponds to a specific translation, rotation, and
scale. Matrices are grids of numbers that, in the
context of graphics programming, are generally four by
four in size and can be multiplied with vectors
(quantities with both direction and magnitude, like a 3D
coordinate) to modify them. While you can interact with
matrices in a linear algebra class, professional
programmers typically rely on math libraries to do the
math for them.
</span>
<br class="s24-young-worlds-text26" />
<br class="AMainArticleText" />
<span class="AMainArticleText">
Creating the effect of perspective, where distant
objects appear smaller than nearby objects, is done with
more matrix math. The analogy of a camera in a scene
with a position, orientation, and field of view is used
commonly when creating perspective. All vertices within
the camera’s frustum – or the physical area in which it
can see – are multiplied by a matrix derived from the
camera’s properties. This transformation projects these
vertices onto a 2D plane, and this 2D plane is the
computer screen. The camera is just an analogy because
only the scene’s vertex positions are changing. The
position of the viewpoint is technically stationary, and
the scene is moving around it.
</span>
<br class="AMainArticleText" />
</span>
</div>
<span class="s24-young-worlds-text30 ArticlequoteRegular">
. Computers need to be able to turn mathematical
representations of shapes into pixels that humans can see.
</span>
<span class="s24-young-worlds-text31 AMainArticleText">
<span>
One of the final steps in simple rendering is called
rasterization. Computers need to be able to turn
mathematical representations of shapes into pixels that
humans can see. A pixel is a tiny part of a larger screen
that is made up of just one color. Rasterization means
going through each pixel and determining which triangle in
the perspective projection (2D image of a scene) it fits
into and coloring it accordingly. Fortunately, graphics
APIs like OpenGL or Vulkan already have rasterization
algorithms and can do rasterization for us.
</span>
<br />
<br />
<span>
Of course, there are more steps to this process. 3D
objects have to be sorted by depth in order to determine
what should be visible to the camera. Each pixel of a 3D
object (sometimes called a fragment) is colored in a
separate program called a fragment shader to give it
realistic lighting. While there is always more to learn,
we hope this article gives you a good introduction on this
topic and inspires you to learn more about computer
science in the future.
</span>
<br />
<br />
<br />
</span>
</div>
<div class="s24-young-worlds-oconclusion">
<div class="s24-young-worlds-para3">
<span class="s24-young-worlds-text39">Sources:</span>
<span class="s24-young-worlds-text40">
https://www.techspot.com/article/1851-3d-game-rendering-explained/
</span>
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<span class="s24-young-worlds-text42">Contact Us</span>
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<span>Co-founders:</span>
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<span>Chelsea Yan: [email protected]</span>
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<span>Joyce Do: [email protected]</span>
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<span>Faculty Advisor:</span>
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<span>Stewart Pierson: [email protected]</span>
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<span class="s24-young-worlds-text57">About</span>
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<span class="s24-young-worlds-text59">
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<span>
This website showcases the original written work of members of
Streamline. Streamline is a
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<span>student-run magazine and club at The Rivers School.</span>
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