📰 2026-03-12 19:00 更新
🔸 Avoiding Trigonometry (2013) / 避免三角学( 2013年)
🔗 Avoiding Trigonometry (2013)
🔥 25 points
原文:
Intro I think we should use less trigonometry in computer graphics. As my understanding of projections, reflections, and vector operations improved over time, I experienced a growing unease every time I saw trigonometry at the core of 3D algorithms inside rendering engines. These days I’m at a point where if I see some asin, acos, atan, sin, cos or tan in the middle of a 3D algorithm, I’ll assume the code was written by an inexperienced programmer and that it needs review. Now, don’t get me w…
译文:
简介我认为我们应该在计算机图形学中少用三角学。随着我对投影、反射和矢量运算的理解随着时间的推移而提高,每当我在渲染引擎中看到三角学是3D算法的核心时,我都会感到越来越不安。如今,如果我在3D算法中看到一些asin、acos、atan、sin、cos或tan ,我会假设代码是由一个没有经验的程序编写的 r并且它需要审查。现在,别惹我……
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