Anyone know of any good 3D theory articles? I'm looking for something to explain all the nice effects/concepts like normalmapping/bumpmapping/per-pixel-lighting, specular highlighting,shaders (SHADERS!!!! BIG ARROW HERE), fog, 3D coords, texture mapping, and such. I'd like to know how these are achieved (and for some, what they are XD).
I've really been leaning towards more powerful, new graphics theory/tech lately, andI've read a whole bunch of stuff off of Game Dev.net 'n' such, and I just want
to learn more! 3D Theory is awesome and fun. So much you can do! This stuff is really interesting me right now.
Other stuff I'm wanting to read about:
Real time terrain rendering...
3D Simulations All the nice new tech/theory like specular highlighting,HDR (Or HDI, I forget ),ect.
3D Coordinates, like using vectors,matrices and such
I've found a lot of good, useful info on some college websites by reading the classnotes.
Or maybe I'm just being daft...
Kind of like this: http://www.justadventure.com/articles/3D/3DGraphicsTrens.shtm but more in
depth and more towards how they are achieved and practiced. Maybe a bit of GL code... And not old ;)
I've really been leaning towards more powerful, new graphics theory/tech lately, andI've read a whole bunch of stuff off of Game Dev.net 'n' such, and I just want
to learn more! 3D Theory is awesome and fun. So much you can do! This stuff is really interesting me right now.
Other stuff I'm wanting to read about:
Real time terrain rendering...
3D Simulations All the nice new tech/theory like specular highlighting,HDR (Or HDI, I forget ),ect.
3D Coordinates, like using vectors,matrices and such
I've found a lot of good, useful info on some college websites by reading the classnotes.
Or maybe I'm just being daft...
Kind of like this: http://www.justadventure.com/articles/3D/3DGraphicsTrens.shtm but more in
depth and more towards how they are achieved and practiced. Maybe a bit of GL code... And not old ;)