This project will help you to understand the basic math behind graphics engines by reproducing a part of GPU graphics pipeline on CPU, and to make a 3D graphics engine based on voxels that is aiming to be a game engine.


- This project is made with Visual Studio 2022, .NET Core 7 using WPF.
- You would need to install BusDog in order to be able to use keyboard/mouse with the engine.
ImportTexture
is bugged, it displays only 1 pixel of the image.
Introduction
A voxel is a non divisible point within a space, like an atom that composes the material, this is my definition. For other engines, voxels are defined as volume of pixels, like in Minecraft/Roblox and I don't use this definition.
Background
This article was possible with my wish to see a video game with texture and object blended together, built with voxel.
Using the Code
First of all, we need to ask few questions before:
- What is a space?
- What is a dimension?
- What is an axis?
- What are trigonometric functions?
- What is a coordinate system?
- What is a rotation matrix?
- What is a rotation and translation?
Now let's give answers to these questions:
A space
(universe) is a geometric shape of N-dimension
, constituted of coordinates
that grid the space
.
A grid
is used to structure geometry shape.
An axis
is a static vector on a grid used to normalize movement on the grid.
Trigonometric functions
are functions such as sin(θ) and cos(θ) where θ represent the angle around an axis and draw a circle in a 2D plan.
A rotation matrix
is a set of equations made with trigonometric functions.
A coordinate system
is constituted of numbers placed on axis, determining the position of a geometrical element such as a point within the system usually represented by a graph.
A geometric element cannot exist outside a geometric shape.
A 1D space
is represented by a single line in one direction/axis
: ----------------------------
To move an object on this axis, the equations are:
x' = Point.x + x
| To move right |
x' = Point.x - x
| To move left |
-3 -2 -1 0 +1 +2 +3
X--|---|---|---|---|---|---|--
A translation
is done within a line, 1D space, so we have 1 translation
possible on X-axis.
A 2D space
is just a 1D space
with another line in a direction at 90° of the X-axis
where Y
represents it:

To add an object in this 2D space
, we need to set 2 coordinates for each point of the object and to move the object, we apply an addition like we did before to translate
the object on x
-axis
.
But we can also rotate the object around the center of the 2 axes
, for doing that, an addition is not enough, we need to call math operators that is designed for rotation
calculations.
A rotation
is done within a plane, 2D space
, so we have 1 rotation
possible around the center of the two axes
.
These math operators are called trigonometric functions: sin()
and cos()
that take the angle between the two lines: [center, object's point] x-axis
for cos() and y-axis
for sin()
.
Visually, we have a point at 0°
(x = 1
, y = 0
) and we apply a rotation
of +90°
(+ is anticlockwise and - is clockwise) around the center, the result is x = 0
, y = 1
.
And the calculation to find this result is:
x' = x.cos(90) - y.sin(90)
y' = x.sin(90) + y.cos(90)
It's quite easy to retrieve this equation from scratch, it's what I did and surprisingly I have seen that this equation was the linear form of the Z rotation matrix.
Here's how I did it:
- We have a 2D XY circle with a diameter of 8.

- We set 1 point, rotate it and try to retrieve the equation of its new locations, we will find the final equation once we have operate on a couple of different XY combinations.
- Let's begin with P(4, 0), a red point:

- Now we rotate this point of +90° (θ) and try to find the equation of its new location, visually the result to find is P(0, 4):

X = sin(θ) = 1 ❌
X = cos(θ) = 0 ✔
Y = cos(θ) = 0 ❌
Y = sin(θ) = 1 ❌✔
Y = 4 × sin(θ) = 4 ✔
- So for P(4, 0) and θ = 90, we have:
X = cos(θ)
Y = 4 × sin(θ)
- Try with any other angles for P(4, 0) and different X value with Y at zero (use mathsisfun for that), you will find the same equations, with 4× for X, but it's not alterate the final equation:
X' = 4 × cos(θ) = X × cos(θ)
Y' = 4 × sin(θ) = X × sin(θ)
- Now we set the red point at P(0, 4):

- We rotate this point of +90°, visually the result is P(-4, 0):

X = cos(θ) = 0 ❌
X = sin(θ) = 1 ❌✔
X = 4 × -sin(θ) = -4 ✔
Y = sin(θ) = 1 ❌
Y = cos(θ) = 0 ✔
- So for P(0, 4) and θ = 90, we have:
X = 4 × -sin(θ)
Y = cos(θ)
- Try with any other angles for P(0, 4) and different Y values with X at zero , you will find the same equations, with 4 × for Y, but it's not alterate the final equation:
X = 4 × -sin(θ) = Y × -sin(θ)
Y = 4 × cos(θ) = Y × cos(θ)
- Now let's summarize:
_____ ________________ ________________
| | | |
| | P(X, 0) | P(0, Y) |
|_____|________________|________________|
| | | |
| θ | X = X × cos(θ) | X = Y × -sin(θ)|
| | Y = X × sin(θ) | Y = Y × cos(θ)|
|_____|________________|________________|
As we can see, different XY combinations generate different equations, so let's work on X and Y set above 0:
- Hence, we set the red point at P(2, 4×√3/2):

- Now we rotate this point of +30°, visually the result to find is P(0, 4):

X = sin(θ) = 0.5 ❌
X = cos(θ) = √3/2 ❌
Y = sin(θ) = 0.5 ❌
Y = cos(θ) = √3/2 ❌
We have a problem, none of the trigonometric functions work, so we need to find the solution away while still working with sin()
and cos()
.
Let's review the previous equations found:
_____ ________________ ________________
| | | |
| | P(X, 0) | P(0, Y) |
|_____|________________|________________|
| | | |
| θ | X = X × cos(θ) | X = Y × -sin(θ)|
| | Y = X × sin(θ) | Y = Y × cos(θ)|
|_____|________________|________________|
These are strange equations that we have, what if we have P(X, Y), it should be a mix of both the equations:
X' = X × cos(θ) X = Y × -sin(θ)
Y' = X × sin(θ) Y = Y × cos(θ)
X' = X × cos(θ) Y × -sin(θ)
Y' = X × sin(θ) Y × cos(θ)
Let's see if an addition is working:
X' = X × cos(θ) + Y × -sin(θ)
X × cos(θ) - Y × sin(θ)
Y' = X × sin(θ) + Y × cos(θ)
X = 2 × cos(θ) - 4×√3/2 × sin(θ) = 0 ✔
Y = 2 × sin(θ) + 4×√3/2 × cos(θ) = 4 ✔
Perfect, this equation is working, so at the end, the final equations on a XY plane is:
X' = X × cos(θ) - Y × sin(θ)
Y' = X × sin(θ) + Y × cos(θ)
But let's remove the doubt about P(X, 0)
and P(0, Y)
:
- For
P(4, 0)
, we apply a rotation of +90°, visually the result to find is P(0, 4)
:
X' = 4 × cos(θ) - 0 × sin(θ) = 0 ✔
Y' = 4 × sin(θ) + 0 × cos(θ) = 4 ✔
- For
P(0, 4)
, we apply a rotation of +90°, visually the result to find is P(-4, 0)
:
X' = 0 × cos(θ) - 4 × sin(θ) = -4 ✔
Y' = 0 × sin(θ) + 4 × cos(θ) = 0 ✔
Good, all is working, you can test this equation with your own XY and angle values to verify if it's working.
This equation is also surprisingly (as said earlier) just a linear form of the Z rotation (XZ plane rotation matrix)
matrix, multiplied by the point called vector
, where Z
is the center of the both axes
).
Rotation matrix on z: Vector:
_______________ _______________ _______________ _______________
| | | | | |
| cos(θz) | -sin(θz) | 0 | | x |
|_______________|_______________|_______________| |_______________|
| | | | | |
| sin(θz) | cos(θz) | 0 | × | y |
|_______________|_______________|_______________| |_______________|
| | | | | |
| 0 | 0 | 1 | | z |
|_______________|_______________|_______________| |_______________|
And a 3D space
is 2D space
with another axis called Z
and at 90°
of the XY
plan.
The moves possible are translation
(addition equation) and rotation
(sin
and cos
).
But now rotations
are in number of 3, around Z
, around X
and around Y
.
Because as we said before, a rotation is made on a 2D plane, but now we have a mix of 3x 2D space/plane
:
X/Y
, Y/Z
and Z/X
.
So we need to gather all the rotation
matrices and use them.
X Rotation Matrix (XY Plane Rotation Matrix)
_______________ _______________ _______________
| | | |
| 1 | 0 | 0 |
|_______________|_______________|_______________|
| | | |
| 0 | cos(θx) | -sin(θx) |
|_______________|_______________|_______________|
| | | |
| 0 | sin(θx) | cos(θx) |
|_______________|_______________|_______________|
Y Rotation Matrix (YZ Plane Rotation Matrix)
_______________ _______________ _______________
| | | |
| cos(θy) | 0 | -sin(θy) |
|_______________|_______________|_______________|
| | | |
| 0 | 1 | 0 |
|_______________|_______________|_______________|
| | | |
| sin(θy) | 0 | cos(θy) |
|_______________|_______________|_______________|
Z Rotation Matrix (XZ Plane Rotation Matrix)
_______________ _______________ _______________
| | | |
| cos(θz) | -sin(θz) | 0 |
|_______________|_______________|_______________|
| | | |
| sin(θz) | cos(θz) | 0 |
|_______________|_______________|_______________|
| | | |
| 0 | 0 | 1 |
|_______________|_______________|_______________|
But we have a problem, if we are doing that, we will not be able to rotate an object around XYZ
axes
together, it's one rotation
on one axis
only with other angles set as "zero" because they are not present in the matrix chosen.
To fix that, we need to form 1 single matrix by multiplying XYZ
matrices together (mul's order matter).
XYZ Rotation Matrix (XY YZ XZ Planes Rotation Matrix)
______________________________ ______________________________ ____________________
| | | |
| cos(θy) × cos(θz) | cos(θy) × -sin(θz) | -sin(θy) |
|______________________________|______________________________|____________________|
| | | |
| -sin(θx) × sin(θy) × cos(θz) | sin(θx) × sin(θy) × sin(θz) | -sin(θx) × cos(θy) |
| + cos(θx) × sin(θz) | + cos(θx) × cos(θz) | |
|______________________________|______________________________|____________________|
| | | |
| cos(θx) × sin(θy) × cos(θz) | cos(θx) × sin(θy) × -sin(θz) | cos(θx) × cos(θy) |
| + sin(θx) × sin(θz) | + sin(θx) × cos(θz) | |
|______________________________|______________________________|____________________|
Now, we just need to multiply this rotation matrix
(based on object's angles) to the vector
point of the object to be able to rotate
the object around XYZ
axes
.
Obj Vec: Rotation Matrix:
_____ _______________________________________________________________________________
| | | | | |
| x | | cos(θy) × cos(θz) | cos(θy) × -sin(θz) | -sin(θy) |
|_____| |_____________________________|____________________________|___________________|
| | | | | |
| y | × | -sin(θx) × sin(θy) × cos(θz)|sin(θx) × sin(θy) × sin(θz) |-sin(θx) × cos(θy) |
| | | + cos(θx) × sin(θz) | + cos(θx) × cos(θz) | |
|_____| |_____________________________|____________________________|___________________|
| | | | | |
| z | | cos(θx) × sin(θy) × cos(θz) |cos(θx) × sin(θy) × -sin(θz)|cos(θx) × cos(θy) |
| | | + sin(θx) × sin(θz) | + sin(θx) × cos(θz) | |
|_____| |_____________________________|____________________________|___________________|
Now it's almost finished, we need to create a camera to be able to navigate into the scene.
The camera is defined by three vectors
: Forward
, Right
and Up
:
X Y Z
Right/Left (1, 0, 0)
Up/Down (0, 1, 0)
Forward/Backward (0, 0,-1)
Then, we multiply these three vectors
to a rotation matrix
(based on camera's angles) separately because we need each of them to be able to move the camera Forward/Backward/Right/Left/Up/Down
.
And, adding the result to the object vector.
Example: If press W, Forward vector
is used
If press S, -Forward vector
is used
If press D, Right vector
is used
...
Object Vector: Forward Vector:
__________________ __________________
| | | |
| x | | x |
|__________________| |__________________|
| | | |
| y | + | y |
|__________________| |__________________|
| | | |
| z | | z |
|__________________| |__________________|
Object Vector: Forward Vector:
__________________ __________________
| | | |
| x | | x |
|__________________| |__________________|
| | | |
| y | - | y |
|__________________| |__________________|
| | | |
| z | | z |
|__________________| |__________________|
Object Vector: Right Vector:
__________________ __________________
| | | |
| x | | x |
|__________________| |__________________|
| | | |
| y | + | y |
|__________________| |__________________|
| | | |
| z | | z |
|__________________| |__________________|
Finally, we multiply another rotation matrix
(based on camera's angles) with each vector
point from the object to be able to move the object depending on the camera angle (modified with the mouse movement).
That's all for now, I hope I will give updates often because this code is not perfect, it has some bugs and does not have all the features of 3D math.
History
- 16th February, 2023: Code update, Added basic ray tracing feature (it gives Doom graphics), Set the
Evo
project as startup project in EvoEngine.sln and build always in x64, there are two rendering methods, with Direct2D
or with Writeable Bitmap
- 12th June, 2018: Initial version
This member has not yet provided a Biography. Assume it's interesting and varied, and probably something to do with programming.