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134

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4

I'm looking for some material on how homogeneous coordinates, perspectives, and projections work in 3d graphics on a basic level. An approach using programming would be stellar. I've been searching around and my searches are convoluted with OpenGL, Direct3d, and material more concerned with the mathematical proofs than the actual application. Does anyone know of a place where I could find this information (online access preferred)?

A: 

I've found a lot of great 3D graphics programming information on Charles Petzold's book blog. The 3D code is mostly in XAML, so it is simple enough to understands the basics without too much overhead.

Raul Agrait
+2  A: 
eed3si9n
A: 

I'm reading the following two books together right now to learn WPF's 3D graphics model and the underlying math at the same time. Both books are outstanding in my opinion, though it may not be what you're looking for:

3D Math Primer for Graphics and Game Development

3D Programming for Windows (this is a WPF 3d book, though the title doesn't reflect it)

Rich
A: 

A good start would be the OpenGL Programming Guide (Red Book). You can read it online (albeit an older edition) and is full of examples (actual working code).

grivei