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# Graphical Mathematics

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Long have I been frustrated on attempts of reading graphical programming books, like the Official Guide to Learning OpenGL. I see all these complex formulas, uses of trigonometric ratios, and strange mathematics symbols. I want to be a graphics programmer and I realize this is going to take some significant effort. So my questions are: 1) Where can I find books dealing with the mathematics appropriate for computer graphics? Like vectors, matrices, trigonometry, etc. 2) Where can I find a book dealing with simple physics a computer game would incorporate? Gravity, speed, etc. 3) Where can I start for graphics programming? I read alot about Computer Graphics Principles and Practice, but what do I need for that? Math knowledge, assembly? I just want to know where I can find math, physics and graphics books for starting. I want to be good, and I''m willing to put in the hours. Oh, and I know C/C++/STL/Win32 API well. It''s just the more intricate things with math that I''m not sure where to look for. Thank you very much, William O''Brien.

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for the 3d stuff, a solid foundation in linear algebra is absolutely essential. Any books on linear algebra will have detailed discussions about vectors and matrices, and the operations you can perform on them. Get a good foundation in this material before anything else, b/c it will help you enormously when you start trying to do object/camera/perspective transformations. The vector stuff will also help to understand vertex/polygon normals, how lighting works, how bump-mapping works, and so on.

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Goto : www.programmersheaven.com
Search for some 3D tutorial known as 3DICA , this has a mini book discussing vector math , matrix math , lighting , b splines...etc

Then , head for the gamedev.net mathematics section , and you''ll find a series of articles named " An introduction to 3D programming" which starts with the basics.

Generally , keep searching the net , you''ll find many great tutorials discussing all this stuff. I personally started learning Linear algebra (and still am) from the net , and i''ve been able to figure out how all the transformations work (math is pretty easy provided that you like it) and do mine of course.

Good Luck

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