3D Programming books (formerly Cameras in 3D, also Good 3D Graphics books)

3D Programming books (formerly Cameras in 3D, also Good 3D Graphics books)

Post by xixo » Fri, 16 Oct 1998 04:00:00



I too have heard that 3D Computer Graphics by Alan Watt is a good book,
and I will probably purchase it.  

The Problem I have with Computer Graphics Principles and Practicies is
that I just do not have the mathematical skills behind me to understand a

lot of the notation used and a lot of things.  I have purchased book on
Linear Algebra, and several on geometry, but they do not help me with
understanding the notation that is used.  I am in Grade 12 of High
School, and an excellent math student, maybe you could recomend a book
that might help me learn some of the notation used in books like this?  
This fact has kept me from purchasing 3D Computer Graphics early, but I
guess i'll bite the bullet and get it.

Can anyone else out there recomend good books on either 3D Graphics, or
Mathematics that might help me, and other people out?

See ya later!

-----------------
End Communication

 
 
 

3D Programming books (formerly Cameras in 3D, also Good 3D Graphics books)

Post by Harrison Ainswort » Sat, 17 Oct 1998 04:00:00


I faced the same problem.
The best overall approach is persistence in reading everything you can, and not
being deterred by not understanding some of it.

I would affirm Watt's '3D Computer Graphics' as a good introduction, and
'Computer Graphics: Principles & Practice' as a follow-up.

There's a new book that covers image processing and other things aswell as 3D,
and contains a CD with code etc. I haven't read it yet but it looks good.
        'The Computer Image'
        - Watt, Policarpo
        (Addison Wesley 98)

As for maths, I spent some time in a bookshop a while ago and found that the
category 'engineering mathematics' contains the kind of general, background
maths useful for reading graphics material. The book I bought was the following
and I would say it's pretty good, however there are several similar things.
        'Engineering Mathematics : A Modern Foundation for ...'
        - Tony Croft, Robert Davison, Martin Hargreaves
        (Addison Wesley 1996)

H



Quote:

...

> The Problem I have with Computer Graphics Principles and Practicies is
> that I just do not have the mathematical skills behind me to understand a
> lot of the notation used and a lot of things.  I have purchased book on
...

> Can anyone else out there recomend good books on either 3D Graphics, or
> Mathematics that might help me, and other people out?

> See ya later!


 
 
 

3D Programming books (formerly Cameras in 3D, also Good 3D Graphics books)

Post by Zachary Turne » Sat, 17 Oct 1998 04:00:00


Get a calculus book and a linear algebra book.  Most calculus textbooks
cover calculus 1, 2, and 3.  Linear algebra will help you with the matrices,
stuff like that.  Calculus will help you with the trig stuff, integrals (if
you encounter any) sums, sigma notation, pi notation, and other things like
that.  If you get through the calculus 3 section of your book along with the
linear algebra book you will have a very solid foundation of vector
mathematics, very important.

>I too have heard that 3D Computer Graphics by Alan Watt is a good book,
>and I will probably purchase it.

>The Problem I have with Computer Graphics Principles and Practicies is
>that I just do not have the mathematical skills behind me to understand a

>lot of the notation used and a lot of things.  I have purchased book on
>Linear Algebra, and several on geometry, but they do not help me with
>understanding the notation that is used.  I am in Grade 12 of High
>School, and an excellent math student, maybe you could recomend a book
>that might help me learn some of the notation used in books like this?
>This fact has kept me from purchasing 3D Computer Graphics early, but I
>guess i'll bite the bullet and get it.

>Can anyone else out there recomend good books on either 3D Graphics, or
>Mathematics that might help me, and other people out?

>See ya later!

>-----------------
>End Communication

 
 
 

3D Programming books (formerly Cameras in 3D, also Good 3D Graphics books)

Post by <k.. » Sun, 18 Oct 1998 04:00:00



Quote:> I faced the same problem.
> The best overall approach is persistence in reading everything you can, and not
> being deterred by not understanding some of it.
> I would affirm Watt's '3D Computer Graphics' as a good introduction, and
> 'Computer Graphics: Principles & Practice' as a follow-up.
> There's a new book that covers image processing and other things aswell as 3D,
> and contains a CD with code etc. I haven't read it yet but it looks good.
>    'The Computer Image'
>    - Watt, Policarpo
>    (Addison Wesley 98)
> As for maths, I spent some time in a bookshop a while ago and found that the
> category 'engineering mathematics' contains the kind of general, background
> maths useful for reading graphics material. The book I bought was the following
> and I would say it's pretty good, however there are several similar things.
>    'Engineering Mathematics : A Modern Foundation for ...'
>    - Tony Croft, Robert Davison, Martin Hargreaves
>    (Addison Wesley 1996)

Concerning Allan Watt's 3D Computer Graphics, have any of you been able to
derive the view system #2 from pages 61-63. It involves a look at vector and a
twist about the vector, however the matrix V which is the core of the transformation
sequence doesn't make any sense - I have tried several times to derive V but
have failed. Any of you been able to derive V?

thanks,
Don ;)

 
 
 

3D Programming books (formerly Cameras in 3D, also Good 3D Graphics books)

Post by D Taylo » Wed, 21 Oct 1998 04:00:00


I have another recommentation. Get Active X 6.0 and modify the camera
positions in the D3D samples so you can control it with key presses.
Play with it until you get a good intuitive/spatial sense of what the
numbers produce in a viewport. Forget the calculus and linear algebra.
All you really need to know is how to program

Dick Taylor


> Get a calculus book and a linear algebra book.  Most calculus textbooks
> cover calculus 1, 2, and 3.  Linear algebra will help you with the matrices,
> stuff like that.  Calculus will help you with the trig stuff, integrals (if
> you encounter any) sums, sigma notation, pi notation, and other things like
> that.  If you get through the calculus 3 section of your book along with the
> linear algebra book you will have a very solid foundation of vector
> mathematics, very important.


> >I too have heard that 3D Computer Graphics by Alan Watt is a good book,
> >and I will probably purchase it.

> >The Problem I have with Computer Graphics Principles and Practicies is
> >that I just do not have the mathematical skills behind me to understand a

> >lot of the notation used and a lot of things.  I have purchased book on
> >Linear Algebra, and several on geometry, but they do not help me with
> >understanding the notation that is used.  I am in Grade 12 of High
> >School, and an excellent math student, maybe you could recomend a book
> >that might help me learn some of the notation used in books like this?
> >This fact has kept me from purchasing 3D Computer Graphics early, but I
> >guess i'll bite the bullet and get it.

> >Can anyone else out there recomend good books on either 3D Graphics, or
> >Mathematics that might help me, and other people out?

> >See ya later!

> >-----------------
> >End Communication

 
 
 

3D Programming books (formerly Cameras in 3D, also Good 3D Graphics books)

Post by Jason Dun » Thu, 22 Oct 1998 04:00:00



> I have another recommentation. Get Active X 6.0 and modify the camera
> positions in the D3D samples so you can control it with key presses.
> Play with it until you get a good intuitive/spatial sense of what the
> numbers produce in a viewport. Forget the calculus and linear algebra.
> All you really need to know is how to program

Right on, brother!  I spit on math!  Ptooey!
 
 
 

3D Programming books (formerly Cameras in 3D, also Good 3D Graphics books)

Post by Carlos O'Donel » Fri, 23 Oct 1998 04:00:00




> Concerning Allan Watt's 3D Computer Graphics, have any of you been able to
> derive the view system #2 from pages 61-63. It involves a look at vector and a
> twist about the vector, however the matrix V which is the core of the transformation
> sequence doesn't make any sense - I have tried several times to derive V but
> have failed. Any of you been able to derive V?

> thanks,
> Don ;)

Concerning math.... When I started attempting to write a 3D viewer, I found that
a lot of the math was above my level. However, I think that after a few years of
study and general reading of a calculus and linear algebra textbook... I've arrived
at University... (Computer Engineering and Computer Science)...and I still think
that all the learning I've done...I've done because I was interested in the material
and it related to the code I was writing at the time..

As for the view system #2 from pages 61-63... that Kraz is asking about...
post the Question... I'd like to take a look at it... and maybe someone can
help get that nagging feeling of wrongness out of your system.. :)

mXm
Carlos O'Donell Jr.
__________________

ICQ#992746

 
 
 

3D Programming books (formerly Cameras in 3D, also Good 3D Graphics books)

Post by John Pool » Fri, 23 Oct 1998 04:00:00



>Concerning Allan Watt's 3D Computer Graphics, have any of you been able to
>derive the view system #2 from pages 61-63. It involves a look at vector
and a
>twist about the vector, however the matrix V which is the core of the
transformation
>sequence doesn't make any sense - I have tried several times to derive V
but
>have failed. Any of you been able to derive V?

I don't know if this is relevant, but there is an errata for _3D Computer
Graphics_ (2e).  It can be found at:

    http://www.tc.cornell.edu/Visualization/Education/cs417/Watt_Errors.html

One of the errors occurs on p62, so that might be part of the problem.

--
jfpoole - {}
http://fluffy.ml.org/

 
 
 

3D Programming books (formerly Cameras in 3D, also Good 3D Graphics books)

Post by <k.. » Sat, 24 Oct 1998 04:00:00



Yup thats the one on p.62 - I had suspected something was fishy about
it since if you set your view vector to point along the world x-axis
the whole thing falls apart - and its not supposed to do that.

anyways thanks for the help,
Don;)

Quote:>>Concerning Allan Watt's 3D Computer Graphics, have any of you been able to
>>derive the view system #2 from pages 61-63. It involves a look at vector
> and a
>>twist about the vector, however the matrix V which is the core of the
> transformation
>>sequence doesn't make any sense - I have tried several times to derive V
> but
>>have failed. Any of you been able to derive V?
> I don't know if this is relevant, but there is an errata for _3D Computer
> Graphics_ (2e).  It can be found at:
>     http://www.tc.cornell.edu/Visualization/Education/cs417/Watt_Errors.html
> One of the errors occurs on p62, so that might be part of the problem.
> --
> jfpoole - {}
> http://fluffy.ml.org/

 
 
 

1. Cameras in 3D, also Good 3D Graphics books

Howdy Y'al1!

I was wondering if I could get some help with a 3D Camera system.  What I
am trying to do is make a camera that can move in any direction, etc, for
use in a Space Flight Simulator Game.  I have read some docs/tutorials on
the internet, and they have left me more confused than before.  Some say
to define a camera as X, Y, Z angles, and its location, while others say
just a direction Vector.  I just found it really confusing, and was just
wondering if someone out there could point me in the right direction.

Also, I am looking for 3D Graphics Programming books.  I have Computer
Graphics: Principles and Practices 2nd Edition, and I find that I just
havn't learned a lot of the mathematical notation that is used in the
book.  I was wondering if anyone else could recomend another book that
specializes on 3D programming, I was looking into Cutting Edge 3D
Programming in C++, anyone have any suggestions?

See ya Later!

-----------------
End Communication

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