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Reducing Trigonometric Functions in Computer Graphics Algorithms

By

WithinReason

2mo ago· 10 min readenOpinion

Summary

The article argues for reducing trigonometric functions in computer graphics algorithms, advocating for more efficient mathematical approaches using vector operations, projections, and reflections. The author contends that trigonometry should be limited to data input and feeding larger algorithms, while core 3D rendering should use more optimized mathematical techniques. The piece reflects the author's experience and expertise in computer graphics, shaders, fractals, and the demoscene community.

Key quotes

· 4 pulled
I think we should use less trigonometry in computer graphics.
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.
Trigonometry is convenient and necessary for data input and for feeding the larger algorithms.
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.
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Tutorials and articles of Inigo Quilez on computer graphics, fractals, math, art, demoscene, shaders and more.

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