@@o.s.h.4613 fun fact: Pythagoras actually came up with the idea of calculus before Newton, but his works were destroyed by some priest guy Source: Vsauce
@@potatoman7945 bruh it's literally just if there's perspective or not, in perspective (what we see) things that are closer appear larger, in orthographic this isnt the case. The image makes it pretty clear dude
Othographic project a prefectly perpendicular view going into the plane, farther parts or feature will appear to have the same size as closer object. Perspective view will show farther object be smaller which simulates what we see with our eye.
@@potatoman7945 Orthographic: stuff further away doesn't get smaller Perspective: stuff further away gets smaller I also have no idea how 3d graphics work
He sounds so depressed and done, just like all great mathematicians, hell yeah. Wait, do computer scientists count as mathematicians? Cause if so that's going to increase the depressed/done v energized/crazy ratio
Yes they do. The depression of having to constantly change something and recompile your code is on par with mathematician depression. Only one that’s a bit higher than both is physicist depression since their work is not only existing on some sheet of paper or screen
To be fair I think it's genuinely harder to do in OpenGL, I also made a 3D renderer in Desmos but instead of the polar coordinate bodge I went with the more classical vector & quaternion math route that would be familiar to programmers that ever worked with 3D graphics; and even though it's heavy on the math I don't have to deal with weird memory allocation stuff
I. Are people legitimately just coding using straight-up math??? This is insane. I hate this. I love this. I want to marry this then have it go missing under mysterious circumstances and when the police come to question me, I wear a fluffy pink robe and obliquely dodge their accusations. I'm immediately subscribing to you.
@@catinwall4256 machine code (what all code is translated into): adding numbers adding negatives to numbers adding numbers a lot of times comparing numbers
@@wheeI Is all of life quantum mechanics? Just because something is based on something else, it doesn't mean that's all it is. Unless you are a [insert category of philosophy here].
It’s possible! Demos has custom colors with rgb and hsv functions now! You just need to calculate the normals of each face and adjust the value based on how much light would hit it. (Not ray tracing, but at least similar lighting data)
Hi, i was messing around with this, and decided to make a 3d render of a Bézier curve in 3d space. To do so, i would need to make a function to convert from Cartesian to polar. Any idea how i could express the h value in terms of x, y, and z?
Hi! High school precalc student here; would you mind explaining this? I love learning about this sorts stuff and it would really make my day if you could show the equations and math/logic you used to make the render
3d graphics actually use something similar basically you need to take a point in 3d space (x,y,z) and turn that into 2d space(x,y) as a computer screen has no z axis the function is this: f(x,y,z)=(x/z,y/z) and then you can use cos and sin to add rotation. the rotation part is complicated but I can explain if you want. EDIT: I was typing this comment in a rush and forgot to explain a major point: the function is used to map a 3d point on to 2d space, it does not actually draw anything
You can't simply divide by Z as perspective does not work linearly, if you think about how a camera works in real life it's about where the light ray intersects with the sensor of the camera and that gets converted into X/Y coordinates by the sensor; for a virtual camera we can imagine a line from the vertex we want to project onto the screen to the origin of the camera and see where it intersects with it's "near clipping plane", something similar to a sensor. Getting the intersection point requires trigonometry It's fine to divide by Z if all you want is an approximation of 3D such as parallax backgrounds in 2D games, however if you try to render a 3D scene and a moving camera with this method it's going to look very weird
@@wasabithumbs6294 no it doesn't require trig to project and intersection with planes and lines. It only takes one divide. In 3D graphics we use homogenous coordinates (x, y, z, 1) and the equation for a projection matrix which is 4x4. You then simply divide by W (homogenous coordinate) to get to 3D Normalized Device Coordinates. 1/W is not a linear function, it's the correct nonlinear relationship you are talking about. The equation for a ray plane intersection is t = dot(pn, pl - ro) / dot(pn, rd) No trig there either, just the divide. The trig is secretly baked into the normalized vectors taking the place of the sine and cosine, division giving access to tangents and the rest.
My man really just programmed a rasterizer projection matrix in desmos but slightly shittier and in cylindrical coordinates. I'm very impressed, nice job
I tried making one of these myself on my own time, and it hurt me to see you breeze through problems I struggled with for multiple hours, but it was also really enjoyable when I saw you come to the same solutions as I did, but the thing with rotation along the y axis hurt, because I had not gotten past the circles getting bigger and you easily breezing through it hurt
I wanted to do this at one point but never found the time to sit down and figure it out. Now my mind can rest easy knowing that someone figured it out.
Can you do matrix multiplication in desmos? If you can you could use the perspective matrix, rotation matrix, and translation matrices to do everything for you
tbh desmos is very well suited for 3d visualization, I have some perspective projection functions I've been using for years now to do all sorts of things like visualize vector problems and demonstrate quaternion math. 4d projection is even feasible without much performance hit, I think desmos should just make these 3d functions a part of the calculator. But a lot could be said for added features. I think I learned to code in desmos before I knew it was a coding language
i have no idea what you meant or how that worked but congrats on making some overcomplicated algorhythm to draw simple 3d objects i would make a simple 3d renderer by first computing the translated points and then their position based on x y z and fov
I noticed some fudging. And you left out the most interesting part: the input interface. In my experience, convincing Desmos, that points can have more than two coordinates is quite a task.
I only just started watching JoJo's Bizarre Adventure last night, and now I'm seeing it everywhere, even hearing great songs from it such as "Il Vento D'oro" as I watch videos about graphing calculators.
I have been experimenting with 3D graphing in desmos. I have made a 3D game engine along with a procedural cylinder generator. I just wish I could make look as easy as you do. 👍
This is the kinda thing that would make an ancient Greek mathematician decompose on the spot
Ancient Greek mathematician here, this made me cream my jorts
@@o.s.h.4613 fun fact: Pythagoras actually came up with the idea of calculus before Newton, but his works were destroyed by some priest guy
Source: Vsauce
decompose
And, you know, being many times older than a single human lifetime
Lol
You're appealing to a really niche audience with this video, but this is one of the most impressive things ive seen in a while
i have no clue wtf is happing just cool and jojo
You'd be surprised how many people who go onto RUclips just to see cool shit
Niche? Bro I have straight D's but this is cool
Niche? Bro I have straight F’s but this is cool
Niche? Bro I'm in possession of a firearm but this is cool
"I have no idea what im doingand i haven't the slightest clue how 3d graphics work"
**Proceeds to explain orthographic and perspective views**
That's simple as hell tho
@@potatoman7945 bruh it's literally just if there's perspective or not, in perspective (what we see) things that are closer appear larger, in orthographic this isnt the case. The image makes it pretty clear dude
Othographic project a prefectly perpendicular view going into the plane, farther parts or feature will appear to have the same size as closer object. Perspective view will show farther object be smaller which simulates what we see with our eye.
Orthographic and perspective are 2d views so he’s not wrong
@@potatoman7945
Orthographic: stuff further away doesn't get smaller
Perspective: stuff further away gets smaller
I also have no idea how 3d graphics work
He sounds so depressed and done, just like all great mathematicians, hell yeah. Wait, do computer scientists count as mathematicians? Cause if so that's going to increase the depressed/done v energized/crazy ratio
Yes they do. The depression of having to constantly change something and recompile your code is on par with mathematician depression. Only one that’s a bit higher than both is physicist depression since their work is not only existing on some sheet of paper or screen
We're not mathematicians we just bang shit together until it works.
Why not major on both in college ?
They sacrificed their sanity for 2 transistor
@@whong09 That's what mathematicians do tho
I once tried making a simulation of the solar system in desmos and thought that was crazy. Boy, was I wrong.
Try again but make the planets rotate
2-body or N-body?
this IS crazy
Now theres 3D DESMOS
When I thought adding a slider made me pro in desmos...
@Insert Name Here Tetris reference or am i not cultured?
(probably the 2nd one actually)
I'm out here still struggling to draw a cube with OpenGL and this dude is out here doing it in a GRAPHING CALCULATOR.
To be fair I think it's genuinely harder to do in OpenGL, I also made a 3D renderer in Desmos but instead of the polar coordinate bodge I went with the more classical vector & quaternion math route that would be familiar to programmers that ever worked with 3D graphics; and even though it's heavy on the math I don't have to deal with weird memory allocation stuff
I mean.. it's considerably easier in graphing calculator dude
@@JacobIX99 yeah that's their like purpose lol
I. Are people legitimately just coding using straight-up math??? This is insane. I hate this. I love this. I want to marry this then have it go missing under mysterious circumstances and when the police come to question me, I wear a fluffy pink robe and obliquely dodge their accusations. I'm immediately subscribing to you.
i love the comment but isn't all coding heavily dependent on straight-up math
@@catinwall4256 yes?
functional programming: allow me to introduce myself
@@catinwall4256 machine code (what all code is translated into):
adding numbers
adding negatives to numbers
adding numbers a lot of times
comparing numbers
@@wheeI Is all of life quantum mechanics? Just because something is based on something else, it doesn't mean that's all it is. Unless you are a [insert category of philosophy here].
"I have no idea what I'm doing" *Immediately cuts to cylindrical coordinates*
😝
sooner of later this guy is gonna make a ray tracing rendering engine in desmos
It’s possible! Demos has custom colors with rgb and hsv functions now! You just need to calculate the normals of each face and adjust the value based on how much light would hit it. (Not ray tracing, but at least similar lighting data)
@@mshuman wow lol
@@mshuman well, where's the desmos engine link? /j
My friend figured out how to
@@shadowshibe5962 woah
This guy talks like a text to speech program.
I legit thought he was using one until I read the comments lol
Wait is he not?
Every youtuber who does stuff ever:
"i will do this stuff that I really have no idea about"
*proceeds to create it beyond expert levels*
"I'm depressed, tired and bored. So let's get drunk and re-invent math"
-John 2020
Noice. I really feel like you should have more subs.
this actually makes me want to learn math
Really well-done! Your personality and editing were great. One thing I'm surprised nobody mentioned is the lack of a pop filter
Hi, i was messing around with this, and decided to make a 3d render of a Bézier curve in 3d space. To do so, i would need to make a function to convert from Cartesian to polar. Any idea how i could express the h value in terms of x, y, and z?
Nevermind i got it to work.
@@mantacid1221 Congrats
@@mantacid1221 nice
dafuck you doing bezier curves??
how tf would you even achieve that
please don't answer, I don't want my brain to explode from math
Hi! High school precalc student here; would you mind explaining this? I love learning about this sorts stuff and it would really make my day if you could show the equations and math/logic you used to make the render
this video is pure gold, the editing and everything just comes together so well, good job!
3d graphics actually use something similar
basically you need to take a point in 3d space (x,y,z) and turn that into 2d space(x,y) as a computer screen has no z axis
the function is this:
f(x,y,z)=(x/z,y/z)
and then you can use cos and sin to add rotation.
the rotation part is complicated but I can explain if you want.
EDIT: I was typing this comment in a rush and forgot to explain a major point:
the function is used to map a 3d point on to 2d space, it does not actually draw anything
you... yes.?
its not "similar", its identical
its polar vs rectangular coords
@@otesunki your probably right, and also know more about this than I do lol
You can't simply divide by Z as perspective does not work linearly, if you think about how a camera works in real life it's about where the light ray intersects with the sensor of the camera and that gets converted into X/Y coordinates by the sensor; for a virtual camera we can imagine a line from the vertex we want to project onto the screen to the origin of the camera and see where it intersects with it's "near clipping plane", something similar to a sensor. Getting the intersection point requires trigonometry
It's fine to divide by Z if all you want is an approximation of 3D such as parallax backgrounds in 2D games, however if you try to render a 3D scene and a moving camera with this method it's going to look very weird
@@wasabithumbs6294 no it doesn't require trig to project and intersection with planes and lines. It only takes one divide. In 3D graphics we use homogenous coordinates (x, y, z, 1) and the equation for a projection matrix which is 4x4. You then simply divide by W (homogenous coordinate) to get to 3D Normalized Device Coordinates. 1/W is not a linear function, it's the correct nonlinear relationship you are talking about. The equation for a ray plane intersection is
t = dot(pn, pl - ro) / dot(pn, rd)
No trig there either, just the divide. The trig is secretly baked into the normalized vectors taking the place of the sine and cosine, division giving access to tangents and the rest.
@@kylebowles9820 been doing it wrong then :) but I see the logic
This should be a video that would have like 4 million views.
This is beautiful. Keep up the good work
Here before this blows up, but I know it will because of the how cool this is.
Very cool. Desmos is an amazing tool. I am always surprised by the capabilities.
My man really just programmed a rasterizer projection matrix in desmos but slightly shittier and in cylindrical coordinates. I'm very impressed, nice job
The dry voice is offset against the wild music and the dry explanation is offset against the wild ideas and visuals. This video is perfect.
Honestly the shaky camera at the end kinda helps to sell the impressiveness. Very cool!
I tried making one of these myself on my own time, and it hurt me to see you breeze through problems I struggled with for multiple hours, but it was also really enjoyable when I saw you come to the same solutions as I did, but the thing with rotation along the y axis hurt, because I had not gotten past the circles getting bigger and you easily breezing through it hurt
After so long, desmos actually created a 3D grapher with... orthographic and perspective projections the exact same as the video
God bless desmos. Honestly so good. Been using it for analyzing lab results for my studies, lmao
this man got bored and then created a 3D engine on a graphing app just because, what a legend
So this is what math is used for outside of class.
This person is an absolute madlad. This needs attention.
I wanted to do this at one point but never found the time to sit down and figure it out. Now my mind can rest easy knowing that someone figured it out.
This deserves much more attention than its already gotten
finally, youtube recommends me something i have an immediate use for.
I really love the montage with the music at the end. Why can't people present and appreciate math in such an epic way like that more often?
Damn this is insane… was not expecting you to only have 5k subs!
third time I watched this, it is slowly becoming one of my top fav videos on the internet xD
The JoJo music ties this together in a unique but fulfilling way
This guy....
This guy makes math cool even though I never have any idea what he's talking about
I’m impressed. Jaw dropping stuff. Thanks
This mans literally creates a 3D engine on a graphing calculator in 3 minutes
This is modern art at its peak
Math with Golden Wind. Good touch.
that was really cool how you made it with illusions like that!
I mean normal computer 3d is an illusion but this is more illusiony
I did this but found it a lot easier to just do the frustum projection math, it's pretty easy when you frame it the right way
Haha nice job, super fun desmos graph to play with
As a 3D Modeler I have no clue what the hell you are doing but I am incredibly impressed
Very cool! One more thing you could do to improve it is make things behind other things not be rendered, but that would probably be insanely hard…
this guy is seriously underrated, such cool stuff
I'm bummed your videos don't have more views. They're really interesting.
You lost me at “3d graph from scratch” but it was still entertaining.
“Because it uses trig instead of lists and sums in runs fast” lmao felt
this is the most interested I've been in math since like 6th grade
awesome stuff! I want to get to this level of math fluency someday!
Can you do matrix multiplication in desmos? If you can you could use the perspective matrix, rotation matrix, and translation matrices to do everything for you
You can do X(A,B,T) = A cos(T) - B sin(T), Y(A,B,T) = A sin(T)+B cos(T)
this is a certified 3D graphing in a 2D calculator moment
"I have no idea what I'm doing"
*Proceeds to talk in language beyond human comprehension*
BAKANA-
This lad has done what i thought to be impossible
I love desmos, this graphic calculator help me resolved an engineering problem in real life in situ.
tbh desmos is very well suited for 3d visualization, I have some perspective projection functions I've been using for years now to do all sorts of things like visualize vector problems and demonstrate quaternion math. 4d projection is even feasible without much performance hit, I think desmos should just make these 3d functions a part of the calculator. But a lot could be said for added features. I think I learned to code in desmos before I knew it was a coding language
Genuis
This man shall be saved at any cost
loved it maan......please keep uploading videos like this
this was so epic and fun xDI loved it :D
The hero we never knew we needed.
i have no idea what you meant or how that worked
but congrats on making some overcomplicated algorhythm to draw simple 3d objects
i would make a simple 3d renderer by first computing the translated points and then their position based on x y z and fov
Can’t wait till this guy create a 4D shape with 3D calculator.
The jojo music accurately articulates this guy’s power
As soon as I heard Giorno's theme, I knew this is gonna be epic asf
Thank you
Feels like the chance to make a very good data visualizer
Giorno's theme makes this 100 times better
Absolutely blown by your stuff! You earned a sub ❤️
2:25 that was insane
Haha, Golden Wind at the end was pretty funny
I noticed some fudging.
And you left out the most interesting part: the input interface.
In my experience, convincing Desmos, that points can have more than two coordinates is quite a task.
This is probably the nerdiest thing I’ve ever seen, but some how I was actually entertained
damn the giorno theme completes it
absolutely brilliant. First video of yours I've seen and I loved it.
i have absolutely no idea what this man is talking about but i enjoyed the video anyways
I only just started watching JoJo's Bizarre Adventure last night, and now I'm seeing it everywhere, even hearing great songs from it such as "Il Vento D'oro" as I watch videos about graphing calculators.
This is the point where you begin to see that everything is a Jojo reference.
This video has suddenly made me want to become a God mathematician so I can simply pass the time in math class
I have been experimenting with 3D graphing in desmos. I have made a 3D game engine along with a procedural cylinder generator. I just wish I could make look as easy as you do. 👍
That was fascinating for a 3 min video, I like it
Today I learned that there's a Desmos hacking community
"idk what im doing"
proceeds to explain in a perfect amount of detail on whats happening
during math class:
1st second: 1+1=?
blinks
next second: this video
Dude you're a magician
Didn't expect that music choice.
He makes it sound so easy
How have I not seen this video yet. RUclips recommendations have failed me...
Now you need to make Doom run on it
Giornos theme really adds the immersion
I like how the end seems to have just been filmed on your phone.
Lmao the chaotic music in the background
Amazing work!
wtf bro you're a genius
My dumbass read the thumbnail as “3D Raindeer” and was still impressed despite the disappointment of no 3D raindeer.
music: epic
john: depressed
Girls: "Our signs aren't *that* subtle."
Their signs: 2:34
what a golden experience!
now that 3d rendering and machine learning is possible, can you run doom on desmos?