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					@ -7,6 +7,8 @@ date: "April 20 - 2025"
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import Image from "../../Image.svelte"
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					import Image from "../../Image.svelte"
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import Note from "../../Note.svelte"
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					import Note from "../../Note.svelte"
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import Tip from "../../Tip.svelte"
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					import Tip from "../../Tip.svelte"
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					let i, red,j,green;
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</script>
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					</script>
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Ever wondered how games put all that gore on your display? All that beauty is brought into life by
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					Ever wondered how games put all that gore on your display? All that beauty is brought into life by
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					@ -439,10 +441,10 @@ using Blender. If we were to modify a model (the model's vertices itself, not it
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around the world. This is the transformation that puts your object in the context of the **world**.
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					around the world. This is the transformation that puts your object in the context of the **world**.
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**View Space**: Then we transform everything that was relative to the world in such a way that each
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					**View Space**: Then we transform everything that was relative to the world in such a way that each
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vertex is seen from the viewer's point of view.
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					vertex is seen from the viewer's point of **view**.
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**Clip Space**: Then we project everything to the clip coordinates, which is in the range of -1.0 and 1.0.
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					**Clip Space**: Then we **project** everything to the clip coordinates, which is in the range of -1.0 and 1.0.
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This projection is what makes **perspective** possible (distant objects appearing smaller).
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					This **projection** is what makes **perspective** possible (distant objects appearing smaller).
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**Screen Space**: This one is out of our control, it simply puts our now normalized coordinates
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					**Screen Space**: This one is out of our control, it simply puts our now normalized coordinates
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unto the screen.
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					unto the screen.
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					@ -513,7 +515,29 @@ Let's go over these points one by one.
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**Dot Product**
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					**Dot Product**
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**Length**
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					The **length** of the vector isn't the only thing we can get from **trigonometry**. We can also
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					**compare** the **directions** of two vectors. But this needs a bit of explaination.
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					Imagine two vectors: the $\color{red}\hat{i}$ and the $\color{green}\hat{j}$
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					Let's discuss **scalar** operations. A **scalar** is a number that **scales** the vector by itself.
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					Most often we're only interested in doing **multiplication** (denoted by $\cdot$ symbol). Yet the other 3 operatoins (/, +, -) are also defined
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					for **scalars**. Here are two examples:
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					<Note type="math", title="Scalar operations">
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					Multiplication:
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					```math
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					\begin{pmatrix} \color{red}1 \\ \color{green}2 \\ \color{blue}3 \end{pmatrix} \cdot x \rightarrow \begin{pmatrix} \color{red}1 \\ \color{green}2 \\ \color{blue}3 \end{pmatrix} \cdot \begin{pmatrix} x \\ x \\ x \end{pmatrix}  = \begin{pmatrix} \color{red}1 \cdot x \\ \color{green}2 \cdot x \\ \color{blue}3 \cdot x \end{pmatrix}\\
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					```
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					Subtraction
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					```math
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					\begin{pmatrix} \color{red}69 \\ \color{green}420 \\ \color{blue}85 \end{pmatrix} - x \rightarrow \begin{pmatrix} \color{red}69 \\ \color{green}420 \\ \color{blue}85 \end{pmatrix} - \begin{pmatrix} x \\ x \\ x \end{pmatrix}  = \begin{pmatrix} \color{red}69 - x \\ \color{green}420 - x \\ \color{blue}85 - x \end{pmatrix}
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					```
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					</Note>
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**Normalization and the normal vector**
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					**Normalization and the normal vector**
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