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cmathopenglmatrixprojection

openGL Math book to learn matrix rotations/projection frustum settings, etc


I'm searching for a great-explained book to learn openGL matrix operations, frustum generation (something like http://www.songho.ca/opengl/gl_projectionmatrix.html but with a greater coverage on homogeneous coordinates and explained a little better), matrix operations, etc... 3D oriented as you already got it

I'm trying to dive into the 3D thing with openGL and I want a strong mathematical background first


Solution

  • You can look into Carnegie Mellon University's lectures on Intro to Computer Graphics. CMU has great tutorials but doesn't totally give out the "chalkboard" solutions (examples done in lecture hours)

    If you wanna find those too, then I recommend http://www.cs.utexas.edu/~fussell/courses/cs384g/schedule.shtml

    Here are some more

    Keep in mind that some other mathematical and algorithmic stuff such as Convolution and QuadTrees, kdTrees and bsp trees are a must to learn if you are actually looking for a "strong background" but you can do so concurrently as you dive into more of OpenGL

    And of course then there is the main 3D beauty of OpenGL - Ray Tracing which is the technique by which simple physics and terms involving lighting objects (attenuation, shadow, refraction, reflection, diffuse, ambient, specular) are important to know. Here is a little insight into that from one of the classes I took http://www.cs.washington.edu/education/courses/cse457/12sp/lectures/ray-tracing.pdf

    Hope all of that helps