Resources:
Math & Physics: |
Coordinate system
Navigation |
PL & Data Structures: |
Model-Entity
Array scene graph |
Software Engineering: |
Compilation environment (g++/MSVC/icompile)
Revision control (svn) Modeling test cases (in .scn.any) Programmatically creating data |
Visual Art: |
Working in 3D space
Abstracting shape Modeling from reference |
Resources:
Math & Physics: | |
PL & Data Structures: |
Indexed triangle mesh
Texture coordinates Reading images Using parametric polymorphism (templates) Reference counting (shared_ptr) |
Software Engineering: |
Working from a specification
Team software development File format standards Code review Debugger (gdb/MSVC) |
Visual Art: |
Lighting
Photoshop Seamless tiling |
Resources:
Math & Physics: |
Ray-triangle intersection
Direct illumination |
PL & Data Structures: |
Using a k-d Tree
Writing images Image buffer Closures (C++ functor) Kernel-based concurrent programming |
Software Engineering: |
Scheduling
Team management Documentation |
Visual Art: |
Field of View
Viewpoint Scale |
Resources:
Math & Physics: |
Shadows
Specular reflection Antialiasing |
PL & Data Structures: | |
Software Engineering: |
Designing for reuse
Large team programming Conducting an experiment Automated tests and experiments |
Visual Art: |
Color theory
Dynamic range |
Resources:
Math & Physics: |
Deep dive into radiometry
Importance sampling Russian roulette Rejection sampling |
PL & Data Structures: |
Working from scientific papers
Hash grid Implementing polymorphism (C++ traits and overloading) Iterators |
Software Engineering: | Software architecture |
Visual Art: |
Depth of field
Vignetting Contact shadows |
Resources:
Resources:
Math & Physics: |
Motion blur
Affine transformations Splines |
PL & Data Structures: |
Register machine model
Object, World, and Camera spaces Massively parallel programming Functional programming |
Software Engineering: | Interactive debugging |
Visual Art: | Animation |
Resources:
Math & Physics: |
Rigid body physics
Collision detection Projection onto arbitrary surfaces |
PL & Data Structures: |
Scene graph
Writing your own specification |
Software Engineering: | HCI |
Visual Art: | Framing and composition for a dynamic camera |
Resources: