Real Mathematics for Visual Effects and 3D
Taught by Mike Seymour
- Course Number:
- Software Version:
- Original Run Date:
- April 2013
- 6 hours 18 minutes
In this course, Mike Seymour works through the major areas of maths that are useful in every day life in visual effects and 3D. This really is a maths course, teaching you both actual maths and the principles of areas of maths in more advanced areas. The aim is to equip you with the tools you need and to demystify the jargon - so you can understand the principles and approaches we use maths for everyday in production and post.
Class 1Random maths - Probability. This lesson aims to explain distributions, probability and randomness. Often in computer graphics we want things to look natural and random, or at least not computer generated. This lesson aims to explain basic probability theory - one of the most counter intuitive areas of Maths.
Class 2Randomness, distribution, standard deviation and perlin noise.
Class 3On set maths. Using basic trigonometry to quickly figure out measurements without the use of fancy equipment.
Class 4Tan function and how to solve simple equations with simple matrix.
Class 5Basic matrix operations.
Class 6Equation solving using Matrix multiplication and the Unity Matrix and LUTS. A 3D LUT is now increasingly common, understand them however is extremely hard beyond a 1D lookup table. This lesson explains matrices and thus LUTs - using color space as our example.
Class 7Spline and paths. It is important to be able to read a spline path in terms of what it would mean to a camera or objects movement.
Class 8Probability distribution, function and variance.
Class 9Following from last lesson's dart board example, we look at how the principle is applied to 3D rendering techniques.
Class 10Putting it all together: The rendering equation explained in detail and sampling technique.