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View Full Version : Maths for CG tutorials: what would you like?

 playmesumch00ns09-19-2003, 05:15 PM'm thinkin of writing a series of tutorials covering maths for CG (vectors and matrices, coordinate systems, useful functions, noises, illumination and rendering calculations etc), centering probably on Maya and Renderman. So it would probably encompass some MEL, Maya API programming and RSL too. What I wanted to ask was, is this something people would like to see, if so, what sort of subjects would you like explained?
sept94
09-19-2003, 08:06 PM
I have been reading some papers about shading, but i have no idea how to convert those notations and equations(intergal. differentiation ,etc) to programming codes as my math and physics background are very weak.

CIM
09-19-2003, 10:28 PM
I want to see the stuff explained and presented in a relevant way. All books or tutorials I've come across bascially just spit out math mumbo-jumbo, without showing examples of it being applied to graphic/game programming (what we actually want to do).

So, basically tutorials going over the "What" and more importantly the "Why" would be great.

Labuzz
09-20-2003, 01:06 PM
Same thing for me!
Give us "real life" examples! Maya and renderman are really good choices by the way.
Tks a lot, this can be very helpful!
I would like to see something on matrices and Coordinate systems
:)

UrbanFuturistic
09-20-2003, 04:30 PM
Ooooh yes! I'm trying to get to grips with Renderman at the mo' and I'd love some shader stuff! Maybe I'll be able to incorporate something into my final year project :D

regards, Paul

rendermaniac
09-21-2003, 12:38 AM
I'll be really nasty and say you should explain gamma and anti-aliasing ;) It might be worth giving some examples of where and why you would use these too.

Simon

ggg
09-21-2003, 12:50 AM
Along with the vector, matrices etc math, an explanation of how a renderer works, some shader examples, and some 3D space math examples.
And starting from the simple, to intemediate to advanced.
Most of the books are very complex, or start out with one simple chapter then jump into the complex for the rest of the book assuming you now have a major in math from reading one basic chapter :rolleyes:

(PS any general explainations that don't require Maya and mel and could be converted to any app would also be appreciated. or an explaination of whats going on in the use of mel and maya so it could be translated by the user)