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by jselzer
5722 days ago
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Not sure I agree with the author's assertion that matrix math should be avoided until absolutely necessary when learning graphics programming. I don't even agree with the idea that matrix math is particularly difficult. When I was in university, we learned graphics programming by taking a linear algebra course or two. This was applied in a graphics course in which all students built their own software renderer, from top to bottom. I have seen coworkers who never learned matrix math fumble with obfuscated code that could be replaced with one line of matrix operations. Several game companies I have interviewed at make linear algebra a very big part of their technical interview process. IMO if you are even remotely comfortable with math, learning matrix math is a HUGE benefit (maybe even a necessity) if you want a serious job as a game developer... the easiest way to get going with it is to just take a university-level intro to linear algebra course. That is all you need to understand the math underneath the entire rendering pipeline. |
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No excuses: http://www.khanacademy.org
There is a book Math for game programmers or something, I forgot, but these are the basic tools you have as a graphics programmer. I'd argue you need to expand knowledge into physics if you want to be a good graphics programmer (optics), and without some calculus, namely integration, forget about advanced graphics programming. You could do it, but you won't understand it - you'll end up waiting for others to code examples and publish non-scientific papers in order to understand what you need to do. Thus, you will always lag behind cutting edge and won't be able to read published papers and implement/expand them.
I have kind of a bad memory, so I have these two books I find very helpful when I want to refresh my pre-calculus knowledge: http://www.amazon.co.uk/Mathematics-Physical-Sciences-Robert... and http://www.amazon.co.uk/Further-Mathematics-Physical-Science...