This project explores the mathematical foundations of 3D rendering implemented entirely in ASCII characters within a terminal environment. By leveraging fundamental concepts from linear algebra and computer graphics, we create a dynamic 3D visualization system that runs in any terminal.
Mathematical Foundations
Rotation Matrix
The rotation matrix allows us to manipulate our viewing angle from a camera, using basic matrix multiplication we can transform our perspective.Let R be a rotation matrix:R=1000cos(θ)sin(θ)0−sin(θ)cos(θ)(1)On a 3D environment, let (x,y,z) be the position of the camera. Let C be a 3×1 matrix containing these positions:C=xyz(2)We obtain the positions x′, y′, and z′ which represent the transformed positions from CR:CR=xyz1000cos(θ)sin(θ)0−sin(θ)cos(θ)=x′y′z′(3)This evaluates to:CR=xy⋅cos(θ)−z⋅sin(θ)y⋅sin(θ)+z⋅cos(θ)=x′y′z′(4)This allows us to view from whichever angle we prefer—allowing us to have a seamless dynamic experience.
Perspective Projection
In computer vision, we have multiple ways to capture depth. One of which is how we calculate disparities (differences) from a binocular lens. The greater the disparity the farther the object, and vice versa. In perspective projection, we take that concept and sort-of inverse that process. This allows us to create the illusion of a 3D world existing beyond your computer screen.Let z be the depth (distance from camera) and f the focal length of camera:f=tan(2θ)1 where θ is the FOV in radians(5)Given the relationship of f and θ, we can actually use f as our FOV factor that we use for most projection formulae.Now, given a point in the 3D plane, we can project this onto the 2D screen using the nature of the relationship of FOV and the actual 3D space. Hence:x′=−z⋅fx(6)y′=−z⋅fy(7)
Bresenham's Line Algorithm
Since we're dealing with vertices, edges, and faces from our original objects we need a way to display these seamlessly. We use Bresenham's Line Algorithm to assist with this. This process occurs after we've calculated x′ and y′ from Perspective Projection (see 2.2.2).Given an initial point on the 2D screen (x0,y0) and a terminal point (x1,y1) we can draw a line by calculating the differences dx and dy between such points:dx=x1−x0(8)dy=y1−y0(9)The algorithm efficiently determines which pixels to fill to create the appearance of a straight line between two points, making it ideal for rendering wireframe 3D models in ASCII.
Translation in 3D Space
For any object with vertex Vx,y,z∈M where M is the set of all vertices defined on the object.To allow for animations on the object, we translate such vertices by a certain additive numerical value dk where k is any axis x, y, or z. We can translate Vk by the following formula:Vk:=Vk+dk(10)This simple translation operation enables smooth animations and object movement within our 3D space.
Implementation Details
The rendering pipeline combines these mathematical concepts to create a real-time 3D ASCII renderer:
Model Definition: 3D objects are defined as collections of vertices and edges
Camera Transformation: Apply rotation matrices to achieve desired viewing angles
Perspective Projection: Convert 3D coordinates to 2D screen coordinates
Line Rendering: Use Bresenham's algorithm to draw edges between projected vertices
ASCII Mapping: Convert pixel coordinates to terminal character positions
This approach demonstrates how fundamental mathematical principles can be applied to create engaging visual experiences even within the constraints of a text-based terminal environment.
Technical Challenges
The project addresses several interesting challenges:
Performance Optimization: Minimizing computational overhead for real-time rendering
ASCII Art Mapping: Converting geometric shapes to meaningful ASCII representations
Terminal Compatibility: Ensuring consistent rendering across different terminal environments
The result is a compelling demonstration of how mathematical theory translates into practical computer graphics applications, all rendered beautifully in ASCII art.