How much maths needed to understand papers
#1 Members - Reputation: 281
Posted 19 March 2011 - 06:06 PM
Can anyone tell me how far I should study? And what topics are not very useful for this field.
My goal is to read and understand papers that are found in books like shaderx7
Thanks
#2 Members - Reputation: 1519
Posted 19 March 2011 - 06:21 PM
Pick up a linear algebra book. Most graphics programming is really heavy on the affine transformation math (matrix/vector/quaternion).I am about to dedicate some time to get my maths up scratch.
Can anyone tell me how far I should study? And what topics are not very useful for this field.
My goal is to read and understand papers that are found in books like shaderx7
Thanks
#4 Members - Reputation: 958
Posted 20 March 2011 - 12:32 PM
Thanks for reply.
I already do have a good book on linear algebra, and I know
quite a bit of it but I always see the intergral/integrate symbol that looks like f
I know thats from calculus but I dont know how deep inside it is.
If you were to do, say, a first course in calculus, you'd be learning about derivatives almost as soon as you started. My guess is you'd run into integrals around midterms. So, not super deep. You can totally learn it on your own.
My only recommendation is to study physics at the same time. That'll motivate the calculus a lot.
#6 Members - Reputation: 321
Posted 21 March 2011 - 01:10 AM
#7 Members - Reputation: 562
Posted 21 March 2011 - 11:53 AM
I'm also have a lack of knowledge in calculus. I'm reading Eberly, Mitrich, other papers but I can't understand so deep as I want. Could you advise really good book on high mathematica ('high mathematica' - it's name of discipline that lectures in university in Russia), with good explanation of integrals, differentials (all that chain rules etc.).
How about this?
#9 Members - Reputation: 147
Posted 24 March 2011 - 03:29 AM






