   3D References
  Ok so this may sound a little stupid, but what the heck, you can only laugh me out of the building I''ve just begun my sojurn into the realms of 3D programming, and whilst I''m learning how to do the basics, I would also like to learn what is out there. An example is that I know of Radiosity, but I have no idea what it is.So what I''m after is this. I would like any references to good places to start learning theory, not just implementation. Simple stuff to start with to be sure, but I''ve got to start somewhere right? Right now I''d prefer internet based stuff, but if you''ve got a good book then drop it in, I''ll have a look at it and try to find it over here.Any help is much appreciated.Later. 
  I dont suppose searching google ever crossed your mind?Anyway, I searched google using "radiosity tutorial" and here''s the first link in the list:http://freespace.virgin.net/hugo.elias/radiosity/radiosity.htmIt should answer most all your basic questions.-=[ Megahertz ]=-;quote:Original post by Megahertz  I dont suppose searching google ever crossed your mind?Fair call man, but that is also part of the problem. I''ve heard of radiosity and could do my own search as you suggested. Im looking for something that might give me an idea of what is out there. I find it hard to explain.Im not looking for any specific tutorials on any specific concept/feature, but rather a general reference of things that come up in 3D graphics. Rather like a list of concepts/features I guess. I still don''t know if this is making any sense to anyone out there.Im thinking that if I had a list of things to lookup myself then I''d be better off I guess.If this has made any sense to anyone then help would be cool ;  Ok, I think I see what your''re after. Any specific area youre interested in? Here''s kind of a general broad list: points, lines, planes, vectors, vertex, vertices, normals, polygons, matrix math, matrices, view frustum, view frustum culling, backface culling, lighting (such as flat shaded, goraud shaded, lightmaps and radiosity), dot product, cross product, Binary Space Partitioning trees, K-D trees, Octrees, Quadtrees, Texture mapping, texture coordinates, affine texture mapping, perspective correct texture mapping, vertex shaders, pixel shaders, 3D API''s like OpenGL and Direct3d, hidden surface removal, occlusion culling, heightmaps, curved surfaces, bezier patches, quaternions, depth sorting, Z-buffers, stencil buffers, accumulation buffers. There''s still quite a bit more, but thats a good list of topics off the top of my head. I''m sure in pursuing you''ll find new topics that will go off in another tangent. I hope this is along the lines of what you were looking for, if not, holler back and we''ll go from there. -=[ Megahertz ]=-;  Cheers mate, thats alot along the lines of what I was after. I found a few things that I had never heard of, and I plan of going through and looking for most of those things that I dont know.Specifics? Not yet. I dont know how alot of things work, even some of the simplest things, but Im sure that will come with time. So for now, just anything else that could be of help or interest to someone who is learning to do this stuff would be great :D 