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xoxos
05-13-2012, 06:46 PM
sorry for the inevitable, white bread enquiry

i sussed the concept of the frustrum independently and devised my preferred 3d to 2d projection (got it jotted somewhere.. it alleviates the distortion of object in the corners to some degree) but i've had a jolly bad time securing free resources for learning 3d graphics. it's one of those things i've assailed many times.

i can do the point and wireframes, but when i dream about solids i don't seem to devise anything that doesn't seem prohibitively expensive.

if someone has a good paid source i'd appreciate the reference.

searching gamedev.net resources usually avails very sketchy and incomplete information

petzold's book? i hope there's something, anything else.. i think i'm allergic to the way he can type (i'd like to change that for him. 'programming for windows' was one of the most malicious acts against mankind i've witnessed, and i've seen people blown up).

found this:
http://sharafat.shaiekh.com/guides/Foundations_of_3D_Graphics_Programming_using_JOGL_ and_Java3D.pdf

still going through it and doubtful that the focus on java will retain communicability.

so, how do other people learn to do all the things that other people do, and how can i be like them?

xoxos
05-13-2012, 07:03 PM
..perhaps i can place another question that may be informative -

somehow in my mathematics education (up to trig, and, several centuries ago) i didn't seem to be introduced to the concept of matrices, which seem to be common in 3d.

are there perhaps different cultivars of matrices, and if so, can i discretise which ones i should be familiar with? or is a matrix used in dsp/math a matrix, end of story. ?? tia :)

waldronate
05-13-2012, 08:04 PM
I recommend searching on the term "opengl red book". Chapter 3 and Appendix F should provide a good overview of the subject ( http://www.glprogramming.com/red/ if you'd like to avoid the search, but I really do recommend it).

Redrobes
05-14-2012, 06:09 AM
My recommendation is this one:
http://www.amazon.com/Computer-Graphics-Principles-Practice-Edition/dp/0201848406

waldronate
05-14-2012, 09:37 AM
I almost recommended the Foley book, but it's woefully out of date (publication date of 1995, but that's just for the most recent edition; the original was published much, much earlier). The basic math background is pretty well done, but the red book discussion ought to be equally useful for this context. If you're after a good reference for CG, the Foley book used to be the gold standard because of the breadth of its coverage. Like most things computer graphics, though, it hasn't aged well. A search turns up what purports to be a PDF of the book, but it doesn't say what edition and I don't know if it's real or not.

http://www.realtimerendering.com/books.html is a good book list and there are a number of free ones in there. For good background on the underpinnings of physics, optics, etc., I heartily recommend Glassner's Principles of Digital Image Synthesis ( http://realtimerendering.com/Principles_of_Digital_Image_Synthesis_v1.0.1.pdf ), and not just for witty commentary like "This is an approximation based on using an ideal spherical cow of radius R."

xoxos
05-15-2012, 02:27 PM
they'd be quite good. you could roll them from paddock to paddock. perhaps with a suitable method of inflation a small child could transport dozens with only a length of string.

:) the foley and red book gives me a foundation for searching, thank you again!

Hai-Etlik
05-16-2012, 02:22 AM
You should probably check out the Linear Algebra playlist at the Khan Academy: http://www.khanacademy.org/#linear-algebra