Picking up math for 3D graphics for a dev
My friend recently accepted an offer to work at a CAD visualization company designing software using 3D graphics.He comes from a business apps background, with 2 years experience.We were discussing how the transition would be for him.Would it be difficult to pick up the Math needed?
Run, don't walk, to your nearest book store, and pick up the classic work "Computer Graphics: Principles and Practice". This book is all about the theory: you won't find anything about Win32, X11, OSX, or whatever, because they didn't exist when this book was written. Every serious 3D developer should have this book on their shelf.
> Would it be difficult to pick up the Math needed?
I second the motion for: "Computer Graphics: Principles and Practice".
Hold on. Dev, do you mean this guy is just doing "authoring," putting together models using a package?
Must be a Manager
Don't go and buy that book! You won't need it. Most of the complex math that used to be dumped on the programmer is now routinely dealt with by graphics libraries you use. Only buy the book if it turns out you need it.
CG:P&P is a great book, and the math in it is simple enough that anybody with a high school education can understand it.
CG: P & P is the classic text. If your friend is looking for something that holds your hand a bit more, he can try "Mathematics for Computer Graphics Applications" by Mortenson or "Mathematics for 3D Game Programming & Computer Graphics" by Lengyel. Even though the latter book refers to game programming, almost everything in the text is equally applicable to CAD programs.
Don't waste your time on "Mathematics for Computer Graphics Applications". I got that book years ago because I wanted to make a little program that would generate a pulsating b-spline surface, spin it around, and do all the transformation/projection and clipping stuff. It has *terrible* explanations for everything from parametric representations of lines and curves to basic projection operations. CG:P&P, on the other hand, covers *much* more information and it has you derive all relevant functions/relations from first principles (the treatment of projection alone is worth the price of the book).
I really can't recommend CG: Principles and Practice highly enough - it is really the definitive introductory text for computer graphics. It's more clear, and more in-depth than any other introductory book I've seen. Some of the descriptions take a while to pick through, but it will save you loads of grief later on. Yes, some of the math involved is now handled by most libraries (like clipping, for instance), but to be able to efectively use these libraries you need to understand what the library is doing for you. When things go wrong, as they inevitably will, you really, really need the math background to be able to track down the problems.
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Dev, is this guy being hired to write 3D apps?
I'm pretty much in the same boat :
3D Newbie too
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