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Learning Math For 3D Programming

Name: Anonymous 2011-09-02 15:40

Using this book: http://www.amazon.com/Mathematics-Programming-Computer-Graphics-Third/dp/1435458869

I'm trying to learn so that I can write a simple ray tracer. Once I've done that, I want to write a path tracer and then implement metropolis light transport as a semester project for a class.

The only problem is I've never done any kind of graphics programming before, so I have no idea if my craptop is going to be a huge problem. It has integrated graphics and an intel core 2 with 2 cores running at 1.66ghz. I figure that this will be fine because ray tracing is more dependent on the CPU than the GPU, isn't it?

Just don't want to put in the work and then have to buy a new computer, I'm fucking broke.

Also, how feasible is it to do this in C#? My class is titled "Computer Graphics", but it is taught by a CIS professor, and there are 9 CS students and over 20 CIS students in the class, so it covers precisely nothing that one would expect to find in a CG class, and is really just an introduction to C# and XNA, with a semester long C# project to go with it. The entire first month is going to be spent on fucking C# syntax and collections in a 4000-level class.

I need something cool to do graphics-wise in C# here. I don't want to write a shitty space shooter. I can't even install XNA on my computer, anyway, as it doesn't support shaders, so I have to borrow a computer for the XNA assignments. If a cool ray tracer isn't feasible, what is?

Name: Anonymous 2011-09-04 5:05

>>17,18
You won't see any professional game developer doing this anymore.
You won't see any professional game developer implementing an in-engine ray tracer so this point is completely fucking moot.

Does babby writing his first raytracer really need to take a big fat dick of SEE up his ass? An octree will give vast performance improvements over using SIMD intrinsics, why don't you suggest that instead?

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