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Avoiding Trigonometry (2013)

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.