3D software engineer position I have an interview for this title.
Starto
If you have to ask that question, you probably aren't qualified for the position, at least right now. You can expect questions dealing with planes, vectors, and quaternions (for very simple questions) and probably harder questions on topics such as occlusion and collision detection. That's off the top of my head.
tim
I know the basic questions,
starto
Pro/Con's of various methods of collision detection, BSP vs Octrees, good/interesting uses of Pixel Shaders. Basically, go to the last half of any graphics book and see what topics they cover. Advanced lighting, curves, anything that actually uses more than one aspect of the basics together.
tim
What terrain rendering algorithm would you prefer for three different target platforms:
Phoenix
Much better specifics than I provided. Good job Phoenix. Out of curiousity, what do you do for a living?
tim
Derive the Hermite, Bezier, and general B-spline equations from first principles. Derive the coordinate space and projection matrices from first principles. Describe some important algorithms in computational geometry and explain why they have the complexity characteristics that they do (eg: computing convex hulls in 2D versus 3D). Describe an algorithm for triangulating an arbitrary closed volume. You'd probably be fine if you just know the material in "Computer Graphics : Principles and Practice" like the back of your hand.
Not_a_game_programmer
He said nothing about this being a game programmer position and all the answers so far assume it will be. Not to mention that much of the stuff you guys are talking about is way too specific to be that useful on an interview, either for general 3D programming or game programming. I've interviewed for and have been employed doing both (scientific 3D and gaming 3D) professionally and nobody really cares if you can explain what "shader LOD" is because it is such a simple concept that anyone with half a brain could easily understand it -- it is more jargon than knowledge.
Mister Fancypants
I disagree.
Phoenix
it's not a game programmer position
Starto
Not Einstein
The math behind vectors and planes isn't too hard, just takes some memorization and a calculator (to do by hand). One book I like is "Computer Graphics Using Open GL" by F.S. Hill Jr. by Prentice Hall. I think that the math in this book is understand able by anyone who has completed high school algebra and/or geometry. The OpenGL Red book (it's a book by the OpenGL ppl with a red cover, has a counterpart w/ a blue cover) has math that is understandable imo. The Red Book is more of a tutorial/cover of features of OpenGL and the Blue book is a reference (if I remember correctly). "3D Math Primer for Graphics and Game Development"
Tim
How about:
Moosebumps
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