• Want to learn more about computational geometry
    7 replies, posted
I want to learn more about computational geometry, I understand the basics of shaders, meshes, vertices, etc. but I don't really feel like I have a good command of them. I don't really know where to start when getting into stuff like procedural mesh deformation, generation,etc. My maths skill set is rather basic and my coding is OK but I really feel like I've plateaued and I'm stuck in a rut with a lack of inspiration because I can't really do much. I say this because I recently saw this [URL="http://www.activation-nodeplus.com/#!/home/"]site[/URL] and if you scroll to the bottom you can see a little 3D demo they have. I know it's not anything too special, but I wouldn't be able to re-create the same thing myself. Where can I learn more about computer graphics and the math related? Any suggested resources, books, sites, subjects? What do you recommend I learn first? How/what did you do to get where you are now?
Many universities have their resources/slides open to the public. Mine borrowed many elements from other universities as well (I think in good faith, since my professor knew the person who made it). I can find a way to share the slides from a class I took called Modeling and Simulation if you want. Covers stuff like turning point clouds into meshes, mesh smoothing, rigid body simulation, approximating principle curvatures and what not.
That would be great!
[QUOTE=jaooe;51390658]That would be great![/QUOTE] I'll see if this stays up long enough: [url]https://www.dropbox.com/sh/7iap0vuf3fp9n0s/AAANQAKj1v_9TkCKoOcVsgWSa?dl=0[/url] Lecture has the actual lecture slides. Also includes a bunch of papers we read/presented in the other folders. This is a link to a graphics rendering class, which focuses more on light and integration and less on mesh equations: [url]https://www.dropbox.com/sh/ep1zzrt4ze550mm/AADgFmhZRSoo4SLaI2tLYtSXa?dl=0[/url]
Ahhh, they're awesome, thank you very much.
I had tried to make a big post about this but FP ate my post due to cloudflare bullshit. It happened about four times, too. And since I'm at work where cloudflare gets really angsty I'm not oging ot be able to post anything right now: however, what are you most interested in? Would you like to learn more of the general baseline maths? That's lots of linear algebra and transformations. Higher end stuff gets into multivariable calculus and integrating to find TNB vectors (tangent, normal, binormal). TNB Vectors are really useful for making things like normal maps, along with performing fancier methods of mesh subdivision. Mesh subdivision is something I've been working a lot on lately. I spent most of yesterday restructuring my mesh class from the ground up: I now keep an unordered_map (hash map) all the edges in my mesh and use it to check that I'm not adding a pointless edge/vertex when I'm subdividing. That's less of computational geometry and more general programming though, but I'd be happy to go into that if you like.
Well, I'd like to learn a lot more of the maths involved with geometry and computational geometry/graphics but I'm just at a loss where to start. Yeah, I've heard that I need linear algebra, calculus, etc, but have no solid checklist. I'd like to be able to approach an idea like morphing and creating geometry and know what I'm actually doing. So things like shaders, geometry, mesh creation/modification, the math involved and other stuff that would give me a general foundation in computer graphics.
- Learn linear algebra : Dot product, Vectors, Orthogonal Matrices and Projection Matrices) - Homogeneous coordinates and 3D affine geometry (you need linear algebra first) - Discrete differential geometry ( smoothing meshes and calculating mesh normals and more advanced stuff) Dot product and Orthogonal projections could be first thing to study, they are very useful. [editline]24th November 2016[/editline] If you want to work with solids (3D volume), you need to study spatial structures (3D array and Octree for example) and meshing algorithms (like marching cubes).
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