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Graphics/GraphicsEngineD3D11/readme.md

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# GraphicsEngineD3D11
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# Graphics Engine D3D11
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Implementation of Direct3D11 backend
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# Interoperability with Direct3D11
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## Interoperability with Direct3D11
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Diligent Engine exposes methods to access internal D3D11 objects, is able to create diligent engine buffers
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and textures from existing Direct3D11 buffers and textures, and can be initialized by attaching to existing D3D11
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device and immediate context.
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## Accessing Native Direct3D11 objects
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### Accessing Native Direct3D11 objects
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Below are some of the methods that provide access to internal D3D11 objects:
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| `ITextureViewD3D11* ISwapChainD3D11::GetDepthBufferDSV` | returns a pointer to the native `ITextureViewD3D11` object representing depth-stencil view |
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| `IDXGISwapChain* ISwapChainD3D11::GetDXGISwapChain` | returns a pointer to the native `IDXGISwapChain` object |
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## Creating Diligent Engine Objects from Direct3D11 Resources
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### Creating Diligent Engine Objects from Direct3D11 Resources
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| Function | Description |
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|-------------------------------------------------------|---------------------------------------------------------------------------------|
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| `IRenderDeviceD3D11::CreateTexture3DFromD3DResource` | creates a Diligent Engine texture object from the native Direct3D11 3D texture |
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## Initializing the Engine by Attaching to Existing Direct3D11 Device and Immediate Context
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### Initializing the Engine by Attaching to Existing Direct3D11 Device and Immediate Context
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You can use `IEngineFactoryD3D11::AttachToD3D11Device` to attach the engine to existing Direct3D11 device and immediate context.
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For example, the code snippet below shows how Diligent Engine can be attached to Direct3D11 device returned by Unity:

Graphics/GraphicsEngineD3D12/readme.md

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# GraphicsEngineD3D12
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# Graphics Engine D3D12
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Implementation of Direct3D12 backend
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# Interoperability with Direct3D12
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## Interoperability with Direct3D12
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Diligent Engine exposes methods to access internal Direct3D12 objects, is able to create diligent engine buffers
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and textures from existing Direct3D12 resources, and can be initialized by attaching to existing Direct3D12
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device and provide synchronization tools.
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## Accessing Native Direct3D12 Resources
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### Accessing Native Direct3D12 Resources
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Below are some of the methods that provide access to internal Direct3D12 objects:
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| `IShaderBindingTableD3D12::GetD3D12BindingTable` | returns the shader binding table structure that can be used with `ID3D12GraphicsCommandList4::DispatchRays` call |
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| `ISwapChainD3D12::GetDXGISwapChain` | returns a pointer to the IDXGISwapChain interface of the internal DXGI object |
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## Synchronization Tools
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### Synchronization Tools
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| Function | Description |
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|------------------------------------------------|--------------------------------------------------|
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| `ICommandQueueD3D12::EnqueueSignal` | signals the Direct3D12 fence |
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| `ICommandQueueD3D12::WaitFence` | waits for the Direct3D12 fence on the GPU |
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## Creating Diligent Engine Objects from D3D12 Resources
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### Creating Diligent Engine Objects from D3D12 Resources
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| Function | Description |
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|----------------------------------------------------|---------------------------------------------------------------------------------------------------------------|
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| `IRenderDeviceD3D12::CreateTLASFromD3DResource` | creates a Diligent Engine top-level acceleration structure from the native Direct3D12 resource |
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## Initializing the Engine by Attaching to Existing D3D12 Device
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### Initializing the Engine by Attaching to Existing D3D12 Device
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To attach diligent engine to existing D3D12 device, use the following factory function:
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Graphics/GraphicsEngineMetal/readme.md

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# GraphicsEngineMetal
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# Graphics Engine Metal
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Implementation of Metal backend is available for commercial clients.
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Graphics/GraphicsEngineOpenGL/readme.md

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# GraphicsEngineOpenGL
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# Graphics Engine OpenGL
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Implementation of OpenGL/GLES backend
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# Interoperability with OpenGL/GLES
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## Interoperability with OpenGL/GLES
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Diligent Engine exposes methods to access internal OpenGL/GLES objects, is able to create diligent engine buffers
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and textures from existing GL buffer and texture handles, and can be initialized by attaching to existing GL
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context.
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## Accessing Native GL objects
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### Accessing Native GL objects
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Below are some of the methods that provide access to internal GL object handles:
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| `ISwapChainGL::GetDefaultFBO` | returns default framebuffer handle |
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## Creating Diligent Engine Objects from OpenGL Handles
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### Creating Diligent Engine Objects from OpenGL Handles
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* `void IRenderDeviceGL::CreateTextureFromGLHandle(Uint32 GLHandle, Uint32 GLBindTarget, const TextureDesc& TexDesc, RESOURCE_STATE InitialState, ITexture** ppTexture)` -
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creates a diligent engine texture from OpenGL handle. The method takes OpenGL handle `GLHandle`, texture bind target `GLBindTarget`
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set the buffer size, but the rest of the fields need to be set by the client. Note that diligent engine buffer object does not
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take ownership of the GL resource, and the application must not destroy it while it is in use by the engine.
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## Initializing the Engine by Attaching to Existing GL Context
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### Initializing the Engine by Attaching to Existing GL Context
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The code snippet below shows how diligent engine can be attached to existing GL context that is active in the current thread.
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Graphics/GraphicsEngineVulkan/readme.md

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# GraphicsEngineVulkan
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# Graphics Engine Vulkan
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Implementation of Vulkan backend
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# Interoperability with Vulkan
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## Interoperability with Vulkan
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Diligent Engine exposes methods to access internal Vulkan objects, is able to create diligent engine buffers
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and textures from existing Vulkan handles.
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## Accessing Native Vulkan handles
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### Accessing Native Vulkan handles
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Below are some of the methods that provide access to internal Vulkan objects:
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| `IFramebuffer::GetVkFramebuffer` | returns Vulkan framebuffer object handle |
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## Synchronization Tools
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### Synchronization Tools
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| Function | Description |
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| `ICommandQueueVk::EnqueueSignalFence` | signals the given fence |
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| `ICommandQueueVk::EnqueueSignal` | signals the given timeline semaphore. |
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## Creating Diligent Engine Objects from Vk Resources
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### Creating Diligent Engine Objects from Vk Resources
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|----------------------------------------------------|---------------------------------------------------------------------------------------------|
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# GraphicsEngineWebGPU
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# Graphics Engine WebGPU
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Implementation of WebGPU backend

Graphics/HLSL2GLSLConverterLib/readme.md

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# HLSL2GLSLConverterLib
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# HLSL2GLSL Converter Lib
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Implementation of HLSL to GLSL source converter
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DirectX and OpenGL use different shading languages, which share a lot in common, but sometimes differ substantially.
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For cross-platform applications, maintaining two versions of each shader is time-consuming and error-prone. Diligent
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Engine uses HLSL2GLSL Converter that allows shader authored in HLSL to be converted into GLSL source.
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# Details
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## Details
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## Requirements
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### Requirements
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The converter supports HLSL5.0, all shader types (vertex, geometry, pixel, domain, hull, and compute) as well as most
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of the language constructs. There are however few special requirements that must be met in order for the HLSL source
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* Geometry, Domain and Hull shaders must be defined in separate files
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* GLSL allows samplers to be declared as global variables or function arguments only. It does not allow local variables of sampler type.
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## Textures and samplers
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### Textures and samplers
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The following rules are used to convert HLSL texture declaration into GLSL sampler:
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RWTexture2D<float /* format=r32f */ > Tex2D;
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## Important notes/known issues
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### Important notes/known issues
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* GLSL compiler does not handle `float3` (`vec3`) structure members correctly. It is strongly suggested avoid
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using this type in structure definitions
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## Limitations
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### Limitations
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Converter does not perform macros expansion, so usage of preprocessor directives is limited to
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# Features
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## Features
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Please visit [this page](http://diligentgraphics.com/diligent-engine/shader-converter/supported-features/)
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# References
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## References
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[HLSL to GLSL Source Converter](http://diligentgraphics.com/diligent-engine/shader-converter/)
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# Release Notes
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## 2.1
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### New features
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* Support for structured buffers
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* HLSL->GLSL conversion is now a two-stage process:
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- Creating conversion stream
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- Creating GLSL source from the stream
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* Geometry shader support
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* Tessellation control and tessellation evaluation shader support
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* Support for non-void shader functions
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* Allowing structs as input parameters for shader functions
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## 2.0
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Reworked the API to follow D3D12 style
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## 1.0
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Initial release
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**Copyright 2015-2018 Egor Yusov**
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[diligentgraphics.com](http://diligentgraphics.com)

ReleaseHistory.md

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# Release Notes
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## Current progress
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* Added `SHADER_COMPILE_FLAG_HLSL_TO_SPIRV_VIA_GLSL` flag (API256008)

doc/CodingGuidelines.md

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# Includes
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# Coding Guidelines
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## Header files
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## Includes
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### Header files
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Includes in the source file should go in the following order:
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1. System includes and standard headers
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#include "D3D12DynamicHeap.hpp"
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## Source files
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### Source files
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# Exceptions
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## Exceptions
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# Naming conventions
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## Naming conventions
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# Debug macros
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## Debug macros

doc/CoordinateSystem.md

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# Coordinate System Conventions
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While there exist multiple ways to express transformations of a 3D scene (row-vectors vs column-vectors, right-handed systems vs left-handed systems, etc.),

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