[gameprogrammer] Re: 18 hours

Bob Pendleton wrote:

>Some time this year I will be trying to teach the basics of 3D graphics
>for game programmers in 6 classes of 3 hours each. It has been a looong
>time since I learned 3D graphics and so I only vaguely remember what was
>hard to learn and what was not. The assumption is that the students know
>how to program in C/C++, but there is no math requirement and no
>graphics requirement. I have a few other lectures that I plan to use to
>cover the basics of graphics hardware and I concepts such as a pixel and
>a surface and so on. 
>
>What I would like to hear from you is what you, as game programmers,
>would want to learn. What do you think are key concepts. What was hard
>for you to learn, and so on. You could help me a lot by telling me about
>your experiences learning 3D graphics. 
>
>Oh, yeah... before I forget. What are the books and websites that helped
>you the most? I tend to stick to Foley & van Dam "Computer Graphics,
>Principles and Applications". But, I have had complaints from students
>about using that book. 
>
Probably not really adequate for a begginer's course, but thought I'd 
mention "Real Time Rendering". It is quite a good book to make the 
transition between the basics (drawing triangles) and a real 3d engine.
The web site is also full of resources of all kind on the topic, even if 
you don't want the book :
http://www.realtimerendering.com/

Stephane





---------------------
To unsubscribe go to http://gameprogrammer.com/mailinglist.html


Other related posts: