Interactive 3D Graphics course review?

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2 comments, last by Lantre 9 years ago

Interactive 3d graphics course - https://www.udacity.com/wiki/cs291/syllabus has all the information which is in Real time rendering book - http://www.amazon.com/Real-Time-Rendering-Third-Tomas-Akenine-Moller/dp/1568814240/ref=sr_1_1?s=books&ie=UTF8&qid=1427689300&sr=1-1&keywords=real+time+rendering or Vice-versa?

I mean which is more comprehensive and extensive, which has more deep knowledge(physics and mathematics) content?
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I did the the first half of the course and if I recall correctly Eric describes the course as a first step before you start with the content introduced in Real-time Rendering.

Real-time Rendering is by far the more comprehensive resource.

In the author's words:

"It’s free to download, along with the videos and code. I think of this course as the precursor to Real-Time Rendering, sort of like “Star Wars: Episode 1?, except it’s good. "

But don't mistake this book for learning about making a 3D engine. You will not find stuff about art, modeling, sound, physics, or game-play architecture. The book is written if you want to understand the math and algorithms of what the graphics card is doing.

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But don't mistake this book for learning about making a 3D engine. You will not find stuff about art, modeling, sound, physics, or game-play architecture. The book is written if you want to understand the math and algorithms of what the graphics card is doing.

Exactly, the book is focused on how to model light in such as way as to be rendered by a computer in real time. Including a bunch of tricks you need to fake certain interactions.

Although I wouldn't say it's "what the graphics card is doing", unless you are counting shader programs as being done by the graphics card? That might get a bit confusing when comparing fixed function pipelines to modern ones.

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