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Avoiding Trigonometry (2013)

Quality: 8/10 Relevance: 7/10

Summary

The article argues for minimizing trigonometry in computer graphics by favoring vector-based formulations. It demonstrates how a trig-heavy rotation approach can be rewritten to use only dot and cross products, avoiding unnecessary acos/sin/cos operations and leading to simpler, more stable code. It also discusses API design and encourages deeper intuition about vector math for robust rendering.

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