The Matrix is Everywhere: A Primer on Projections in Web Graphics
summary
Explains how concrete matrices map coordinates so WebGL moves millions of triangle vertices on the GPU, demonstrates model view projection with a real Stanford Bunny mesh grabbed from NPM, shows order-of-operations that break or fix transforms, and uses GL matrix mat4 functions for translate rotate scale and the fourth W component for perspective. Notes thousands–hundreds-of-thousands triangles in real scenes, recommends debugging by tweening matrices, and shows examples built with the Regal WebGL helper that actually render and animate.
AI-written summary · about
chapters (10)
- 0:00Start
- 1:08all the matrix math you need to know to get jazzed about graphics programming in 30 minutes or less
- 2:46graphics programming = positioning triangles + coloring between them
- 6:36basis vector
- 11:13math -- javascript
- 14:32translate (move) a matrix by a vector
- 15:21rotate a matrix around an axis by some angle
- 15:56scale (resize) a matrix by a vector
- 16:38order matters
- 23:21javascript is cheap








