lighting / shading has quite a bit to do with simulated light transport inverse square falloff / vector.reflect() check the mathutils lib
tree structures are used to accelerate calculations like bvhtree, for ray triangle intersection tests for things like cycles or even game physics, geometry nodes are an amazing place to view / prototype math - so are eevee shader nodes / cycles. On Sat, Jan 22, 2022 at 7:16 AM Ivano Da Milano via Bf-committers < bf-committers@blender.org> wrote: > Hello everyone. > Quick question, if you can help: what's the math behind Blender? I'm told > analytic geometry and linear algebra, am I missing something or is it just > like that? I mean the whole Blender, so 2/3D graphics, audio and video, > nodes, animations, etc > > Note I'm looking for coarse definitions, like "calculus", or "analisys", or > ... > > Thanks for any help. > _______________________________________________ > Bf-committers mailing list > Bf-committers@blender.org > List details, subscription details or unsubscribe: > https://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list Bf-committers@blender.org List details, subscription details or unsubscribe: https://lists.blender.org/mailman/listinfo/bf-committers