# Unity 4D #3: Rendering 4D Objects

This article will explain how to render 4D objects in Unity, using three separate technique: orthographic projection, perspective projection and cross-section.

You can find all the articles in this series here:

# Unity 4D #2: Extending Unity to 4D

This article will show how to extend Unity to support four-dimensional geometry. This is the second article in a series of four, and the first one which will probably start discussing the Mathematics and the C# code necessary to store and manipulate 4D objects in Unity.

You can find all the articles in this series here:

# Unity 4D #1: Understanding the Fourth Dimension

This is the first part of a series of articles dedicated to extending Unity from 3D to 4D. In this instalment, we will explore the fourth dimension, from its representations in movies and video games, to its more mathematical and geometrical interpretations.

At the end of the series, you will learn how to create and manipulate 4D objects inside a modern game engine like Unity or Unreal.

You can find all the articles in this series here:

# The Mathematics of Thin-Film Interference

This post continues our journey through the Mathematical foundations of iridescence. This time, we will discuss a new way in which material can split light: thin-film interference. This is how bubbles (and car paint) get their unique reflections.

You can find the complete series here:

A link to download the Unity project used in this series is also provided at the end of the page.

# The Extended Kalman Filter

This is the third part of the series dedicated to one of the most popular sensor de-noising technique: Kalman filters. This article will explain how to model non-linear processes to improve the filter performance, something known as the Extended Kalman Filter.

You can read all the tutorials in this online course here:

# Modelling Kalman Filters

This is the third part of the series dedicated to one of the most popular sensor de-noising technique: Kalman filters. This article will explain how to model processes to improve the filter performance.

You can read all the tutorials in this online course here:

# The Mathematics of the Kalman Filter

This is the second part of the series dedicated to one of the most popular sensor de-noising technique: Kalman filters. This article will introduce the Mathematics of the Kalman Filter, with a special attention to a quantity that makes it all possible: the Kalman gain.

You can read all the articles in this online course here:

# Colour Curve Correction

This is the third and final part of the tutorial dedicated to one of the most used Mathematical tools in Game Development: linear interpolation! In this part, we will explore how to use it to correct colour curves.

You can find a link to download the C# scripts and the Unity package used at the end of this post.