惯性聚合 高效追踪和阅读你感兴趣的博客、新闻、科技资讯
阅读原文 在惯性聚合中打开

推荐订阅源

Microsoft Azure Blog
Microsoft Azure Blog
The Register - Security
The Register - Security
S
Securelist
Simon Willison's Weblog
Simon Willison's Weblog
T
The Exploit Database - CXSecurity.com
V
Vulnerabilities – Threatpost
NISL@THU
NISL@THU
P
Privacy & Cybersecurity Law Blog
V2EX - 技术
V2EX - 技术
O
OpenAI News
N
News and Events Feed by Topic
AI
AI
P
Proofpoint News Feed
Schneier on Security
Schneier on Security
Exploit-DB.com RSS Feed
Exploit-DB.com RSS Feed
Cloudbric
Cloudbric
Help Net Security
Help Net Security
C
Cyber Attacks, Cyber Crime and Cyber Security
Threat Intelligence Blog | Flashpoint
Threat Intelligence Blog | Flashpoint
Security Latest
Security Latest
Application and Cybersecurity Blog
Application and Cybersecurity Blog
L
LINUX DO - 热门话题
Cyberwarzone
Cyberwarzone
Scott Helme
Scott Helme
The Hacker News
The Hacker News
Hacker News - Newest:
Hacker News - Newest: "LLM"
www.infosecurity-magazine.com
www.infosecurity-magazine.com
Google DeepMind News
Google DeepMind News
H
Hacker News: Front Page
C
Cisco Blogs
Webroot Blog
Webroot Blog
K
KPMG report finds enterprise disconnect between AI and its ROI | CIO
Hacker News: Ask HN
Hacker News: Ask HN
cs.CL updates on arXiv.org
cs.CL updates on arXiv.org
The Last Watchdog
The Last Watchdog
PCI Perspectives
PCI Perspectives
AWS News Blog
AWS News Blog
Recent Commits to openclaw:main
Recent Commits to openclaw:main
Know Your Adversary
Know Your Adversary
Latest news
Latest news
Forbes - Security
Forbes - Security
I
Intezer
Project Zero
Project Zero
C
CERT Recently Published Vulnerability Notes
T
Tenable Blog
TaoSecurity Blog
TaoSecurity Blog
S
Security @ Cisco Blogs
N
News | PayPal Newsroom
H
Heimdal Security Blog
W
WeLiveSecurity

DEV Community

Authentication Security Deep Dive: From Brute Force to Salted Hashing (With Java Examples) Why AI Systems Don’t Fail — They Drift Spilling beans for how i learn for exam😁"Reinforcement Learning Cheat Sheet" I Replaced Chrome with Safari for AI Browser Automation. Here's What Broke (and What Finally Worked) How Python Borrows Other People's Work The $40 Architecture: Processing 1 Billion API Requests with 99.99% Uptime Vibe Coding: A Workflow Guide (From Zero to SaaS) Most webhook security guides protect the wrong side. The scary part is delivery. Headless CMS for TanStack Start: Build a Blog with Cosmic EU Age Verification App "Hacked in 2 Minutes" — What Actually Happened Comfy Cloud’s delete function does not actually remove files Running AI Models on GPU Cloud Servers: A Beginner Guide Event-driven media intelligence with AWS Step Functions and Bedrock I scored 500 AI prompts across 8 quality dimensions — here's what broke How to Call Google Gemini API from Next.js (Free Tier, No Backend Needed) The Portal Protocol: Reclaiming Human Connection in the Age of AI How to Fix Your Team's Scattered Knowledge Problem With a Self-Hosted Forum Intro to tc Cloud Functors: A Graph-First Mental Model for the Modern Cloud Designing Multi-Tenant Backends With Both Ownership and Team Access I Built a Neumorphic CSS Library with 77+ Components — Here's What I Learned PostgreSQL Performance Optimization: Why Connection Pooling Is Critical at Scale Cómo construí un SaaS multi-rubro para gestionar expensas en Argentina con FastAPI + Vue 3 🚀 I Built an Ethical Hacking Scanner Tool – Open Source Project I Replaced /usage and /context in Claude Code With a Single Statusline A Pythonic Way to Handle Emails (IMAP/SMTP) with Auto-Discovery and AI-Ready Design I Collected 8.9 Million Polymarket Price Points — Here's What I Found About How Markets Really Move EcoTrack AI — Carbon Footprint Tracker & Dashboard Everyone's Using AI. No One Agrees How. 5 self-hosted ebook managers worth trying in 2026 Building Your First AI Agent with LangChain: From Chatbot to Autonomous Assistant Common SOC 2 Failures (Real World) Stop Vibe-Checking Your AI App: A Practical Guide to Evals How to Use SonarQube and SonarScanner Locally to Level Up Your Code Quality Your Next To-Do App Is Dead — I Replaced Mine with an OpenClaw AI Sign a Nostr event in 60 lines of Python using coincurve — no nostr-sdk, no nbxplorer, no rust toolchain ITGC Audit Explained Like You’re in Big 4 Patch Tuesday abril 2026: Microsoft parcha 163 vulnerabilidades y un zero-day en SharePoint Stop scraping everything: a better way to track competitor price changes Listing on MCPize + the Official MCP Registry while routing payments OUTSIDE the marketplace — how I kept 100% of my x402 revenue Building an AI-Powered Risk Intelligence System Using Serverless Architecture Why We Ripped Function Overloading Out of Our AI Toolchain Testing AI-Generated Code: How to Actually Know If It Works SaaS Churn Is Killing Your Business. Here Is What to Do About It (Without a Support Team) The Speed of AI Is No Longer Linear - And Self-Improving Models Are Why How to Implement RBAC for MCP Tools: A Practical Guide for Engineering Teams From Standard Quote to Persuasive Proposal: AI Automation for Arborists I built a CLI that scaffolds complete multi-tenant SaaS apps Axios CVE-2025–62718: The Silent SSRF Bug That Could Be Hiding in Your Node.js App Right Now The dashboard that ended our friendship Data Pipelines Explained Simply (and How to Build Them with Python) The Hidden Cost of AI Systems Nobody Talks About. undefined vs undeclared, and how typeof behaves Switching from file-based jobs to NATS/Kafka in Rust without changing code io_uring Adventures: Rust Servers That Love Syscalls Why Agentic AI is Killing the Traditional Database The POUR principles of web accessibility for developers and designers Quantum Neural Network 3D — A Deep Dive into Interactive WebGL Visualization How To Install Caveman In Codex On macOS And Windows Automation Pipeline Reliability: Why Your Workflow Breaks When Nobody Is Watching I Built an 'Open World' AI Coding Agent — It Works From ANY Folder From Freelancing to Product: A Tech Service Company's SaaS Transformation China's AI Giants: Adding Tencent Hunyuan & ByteDance Doubao to AI University (74 Providers) On the Vibe Coders and Their Lies clerk: Auto-Summarize Your Claude Code Sessions AI Weekly — 2026/04/10–04/17 | The Model Lockdown Is Here, but the Toolchain Is the Real Battleground AI 週報 — 2026/04/10–2026/04/17 模型封鎖潮來了,但工具鏈才是真戰場 Maybe this is how Open-Source apps are born... 🚀 Fine-Tune LLMs with LoRA and QLoRA: 2026 Guide tRPC v11 + Next.js App Router: End-to-End Type Safety Without the Boilerplate ShadCN UI in 2026: Why I Stopped Installing Component Libraries and Started Owning My Components SaaS Billing in React Server Components: Stripe + Supabase Without a Single `useEffect` Join our DEV Weekend Challenge — $1,000 in Prizes Across TEN winners! Submissions Due April 20 at 6:59 AM UTC. Implementing FSRS Spaced Repetition in Flutter + Supabase — Adding Memory Science to an AI Learning App "I Texted My Localhost From the Train — Claude Code Fixed the Bug Before I Got Home" I Built a Sales Prep AI and It Went Deeper Than Expected Design to Code #2: One JSON, Eleven Outputs Solving the 100M-Row Problem: A Summary Table Pattern for High-Volume Push Notification Logs Flutter Web With Wasm: What Actually Changes For Developers I Built 50 Royalty-Free Soundtracks for My Side Project in a Weekend Using AI Music Generation The Vibe Coding Security Checklist: 7 Things to Check Before You Ship Stop Letting Googlebot Guess Fix Your React App's SEO Right Desconstruindo o Streaming do LinkedIn: Como Criar um Engine de Extração de Vídeo de Alta Performance com HLS e FFmpeg (EDA Part-1) EDA (Exploratory Data Analysis) Explained With Real Life — Why Looking at Your Data Is the Most Important Step in Machine Learning Brand Relationship Management at Scale: Our 4-Touch Outreach System for 200+ Brands Why String.fromEnvironment() Might Return an Empty String in Dart JGuardrails 1.0.0 — Hardening Java LLM Apps Against Jailbreaks, Toxicity, and Prompt Injection Plan and Schedule a Full Week of Threads Content From One Claude Conversation Coding Cat Oran Ep3, Five Tables Changed Everything Updated: BFF Pattern I'm done watching freelancers get buried by 200 proposals. So I'm building the alternative. This is my first post BFS Algorithm in Java Step by Step Tutorial with Examples Tracking LLM Pricing Monthly: An Open Dataset for 22 AI Models How We Measure Content ROI on a Comparison Site: Revenue Attribution Without Perfect Data Introducing Nova AI Ops: The AI-Native Operating System for SRE Teams I built a free desktop video downloader for Windows — Grabbit How Talkie OCR Helps Vision-Impaired & Dyslexic Users Read the World Around Them VRCFaceTracking安装和iPhone面捕配置教程,有bug Even CrowdStrike Can't See Your Agents The Automation Gold Rush: What n8n Workflows and Claude Are Opening Up for Developers Right Now
Software Rendering Pipeline with Backface Culling
yubin yang · 2026-05-31 · via DEV Community

yubin yang

1. Overview

  • In this project, I implemented a simple software renderer using Python and Pygame.
  • The renderer follows the fundamental stages of a 3D rendering pipeline.
Local Space
↓
World Space
↓
View Space
↓
Clip Space
↓
Screen Space

  • Model Transformation (Local Space → World Space)
  • View Transformation (World Space → View Space)
  • Perspective Projection (View Space → Clip Space)
  • Viewport Transformation (Clip Space → Screen Space)
  • Backface Culling
  • Painter's Algorithm for depth sorting

2. Rendering Pipeline Implementation

- The original code is too long, so I only posted the important parts.
-Please check GitHub.

Transforming World Space into View Space using the View Matrix

def GetViewMatrix(CamPos, TargetPos, Up):
    ViewZ = TargetPos - CamPos
    ViewZ = ViewZ / np.linalg.norm(ViewZ)

    ViewX = np.cross(Up, ViewZ)
    ViewX = ViewX / np.linalg.norm(ViewX)

    ViewY = np.cross(ViewZ, ViewX)

    CamInv = np.array([
        [ViewX[0], ViewX[1], ViewX[2], -np.dot(ViewX, CamPos)],
        [ViewY[0], ViewY[1], ViewY[2], -np.dot(ViewY, CamPos)],
        [ViewZ[0], ViewZ[1], ViewZ[2], -np.dot(ViewZ, CamPos)],
        [0, 0, 0, 1]
    ])

    FlipY = np.array([
        [-1, 0, 0, 0],
        [0, 1, 0, 0],
        [0, 0, -1, 0],
        [0, 0, 0, 1]
    ])

    return np.matmul(FlipY, CamInv)

  • GetViewMatrix() creates a View Matrix that transforms objects from World Space into View Space.
  • The camera position, target position, and up vector are used to calculate the camera's local coordinate system. Once the View Matrix is applied, all objects are transformed into coordinates relative to the camera.

Transforming View Space into Clip Space using the Projection Matrix

def GetProjectionMatrix(FovDeg, Width, Height, Near=0.1, Far=1000):
    Fov = math.radians(FovDeg)
    Aspect = Width / Height
    Distance = 1 / math.tan(Fov / 2)

    return np.array([
        [Distance / Aspect, 0, 0, 0],
        [0, Distance, 0, 0],
        [0, 0, (Near + Far) / (Near - Far), (2 * Near * Far) / (Near - Far)],
        [0, 0, -1, 0]
    ])

  • GetProjectionMatrix() creates a Perspective Projection Matrix.
  • This matrix applies perspective to the scene, making distant objects appear smaller and nearby objects appear larger. It transforms coordinates from View Space into Clip Space.

Transforming Normalized Coordinates into Screen Coordinates using the Viewport Matrix

def GetViewportMatrix(Width, Height):
    return np.array([
        [Width / 2, 0, 0, Width / 2],
        [0, -Height / 2, 0, Height / 2],
        [0, 0, 0.5, 0.5],
        [0, 0, 0, 1]
    ])

  • GetViewportMatrix() converts normalized device coordinates (NDC) into actual screen coordinates.
  • After projection, coordinates exist in a normalized range of -1 to 1. This matrix maps those coordinates into the screen resolution so that they can be rendered.

Determining Visible Faces using Backface Culling

def IsFrontFace(V0, V1, V2):
    Edge1 = V1[:3] - V0[:3]
    Edge2 = V2[:3] - V0[:3]

    Normal = np.cross(Edge1, Edge2)

    Center = (V0[:3] + V1[:3] + V2[:3]) / 3

    # Camera is placed at the origin in view space
    ViewDirection = -Center

    # Visible when the face normal points toward the camera
    return np.dot(Normal, ViewDirection) > 0

  • IsFrontFace() determines whether a triangle is facing the camera.
  • The function calculates the face normal using a cross product and compares it with the camera direction using a dot product. If the triangle is facing away from the camera, it is discarded before rendering.
  • This process is known as Backface Culling and helps reduce unnecessary rendering work.

Transforming Cube Vertices and Rendering Visible Triangles

    ViewVertices = []
    ProjectedVertices = []

    for Vertex in Vertices:
        # Local space -> World space
        WorldVertex = np.matmul(Translate, Vertex)

        # World space -> View space
        ViewVertex = np.matmul(ViewMatrix, WorldVertex)
        ViewVertices.append(ViewVertex)

        # View space -> Clip space
        ClipVertex = np.matmul(ProjectionMatrix, ViewVertex)

        # Perspective divide
        if ClipVertex[3] != 0:
            NdcVertex = ClipVertex / ClipVertex[3]
        else:
            NdcVertex = ClipVertex

        # NDC -> Screen space
        ScreenVertex = np.matmul(ViewportMatrix, NdcVertex)
        ProjectedVertices.append((int(ScreenVertex[0]), int(ScreenVertex[1]), ScreenVertex[2]))

    FaceDepths = []

    for Face in Faces:
        V0 = ViewVertices[Face[0]]
        V1 = ViewVertices[Face[1]]
        V2 = ViewVertices[Face[2]]

        # Skip triangles facing away from the camera
        if not IsFrontFace(V0, V1, V2):
            continue

        AvgDepth = sum(ProjectedVertices[Index][2] for Index in Face) / 3
        FaceDepths.append((AvgDepth, Face))

        FaceDepths.sort(key=lambda Item: Item[0], reverse=True)

        for _, Face in FaceDepths:
            Points = [
                (ProjectedVertices[Index][0],
                ProjectedVertices[Index][1])
                for Index in Face
            ]

            pygame.draw.polygon(Screen, Color, Points)
            pygame.draw.polygon(Screen, (0, 0, 0), Points, 2)

            # Update screen immediately
            pygame.display.flip()

  • DrawCube() contains the main software rendering pipeline.
  • The cube vertices are first created in Local Space and then transformed through multiple coordinate spaces.
Local Space
→ World Space
→ View Space
→ Clip Space
→ NDC
→ Screen Space

  • After the transformations, Backface Culling is applied to remove invisible faces.
  • The remaining triangles are depth-sorted using Painter's Algorithm and finally rendered.

Results

The final renderer displays multiple cubes in the 3D scene by applying perspective projection and back culling.

Although simple compared to modern pipelines, manually implementing these steps allowed me to gain a much deeper understanding of how the rendering system works internally.

Through this project, I was able to learn various knowledge necessary for rendering, such as computer graphics mathematics, matrix transformations, coordinate space, and visibility.


Preview gif

Full Video

YouTube Video

Github Repository

Github - Graphics