Reddit Reddit reviews 3D Math Primer for Graphics and Game Development

We found 2 Reddit comments about 3D Math Primer for Graphics and Game Development. Here are the top ones, ranked by their Reddit score.

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3D Math Primer for Graphics and Game Development
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2 Reddit comments about 3D Math Primer for Graphics and Game Development:

u/mickbeaver · 2 pointsr/vulkan

If someone wanted to ramp up on real-time rendering, I really feel like there are two books out there without parallel:

  • 3D Math Primer for Graphics and Game Development, 2nd Edition - You could probably skip this book if you’ve done any 3D math. If not, it is an enjoyable, conversational read. I’ve admittedly only read the first half, as the second half is devoted to physics.
  • WebGL Programming Guide: Interactive 3D Graphics Programming with WebGL - The best book I’ve found that wasn’t either a conceptual book about computer graphics or a low-level API guide. This book actually shows you how to do real 3D graphics! Transformations, textures, shading, shadows, writing GPU shaders, etc. While it does use JavaScript, it barely uses it. Anyone that knows any modern programming language can follow along. The interesting work is done in the graphics shaders anyway. My only criticism of this book is that they need to write another one! JavaScript and WebGL have gotten even more user friendly since the book was written.

    The last piece of the puzzle for doing rendering is learning how to debug! Each rendering debugger is kind of the same (they get ridiculously detailed on the game consoles, though). Here is an absolutely fantastic presentation about how to debug graphics, called Tightening Up the Graphics: Tools and Techniques for Debugging and Optimization.
u/Madsy9 · 1 pointr/opengl

You didn't post a question, so it's difficult to know what exactly you want. If you just need to implement space partitioning with a BSP tree, read the good old BSP FAQ

If you need more general graphics background, check out:

  • Websites like Flipcode and GameDev.net

  • Buy some books. GraphicsGems and Michael Abrash's Graphics Programming Black Book are maybe old, and the code examples are certainly outdated (They are from the old MS-DOS mode 13h VGA days), but they are excellent in teaching you the fundamentals of computer graphics theory that never gets old. Like how polygon rasterizers work, space partitioning, polygon clipping, etc. When you want to learn more about more advanced effects, look into the Real-Time Rendering series. For a slightly more updated book on the same topic, check out 3D Math Primer for Graphics and Game Development, but I think it's a bit thin for the price (I have the 1st edition myself).

  • Forums with people who actually specializes in computer graphics, like Ompf2 and DevMaster

    If you have more questions, please be more specific. I might help you with more resources.