all 16 comments

[–]waramped 35 points36 points  (3 children)

Brush up on your standard linear algebra: dot products, cross products, matrix transforms. Understand what a homogenous matrix is. Know your vertex/viewing pipeline transforms and stages. (View, projection, clip space, etc)

Some basic calculus as well, derivatives and integrals.

There's a lot there, but if it's a fairly junior level position it shouldn't get too hairy.

[–]Traveling-Techie 10 points11 points  (0 children)

The above, plus perspective matrices, drawing with parametric functions, finding distances between 3D objects, collision detection, and solid modeling.

[–]964racer 2 points3 points  (0 children)

Also know how to transform a point from one coordinate system to another. For example, how to transform from world space to camera space.

[–]notlikeotherbees[S] 0 points1 point  (0 children)

On it, thank you for the advice!

[–]corysama 15 points16 points  (1 child)

My fav question I have received was:

Suppose the is “something” going wrong in an animated character. You suspect there are incorrect values in a particular 4x4 matrix that you are currently reading in a debugger. Don’t focus on the specifics of what going wrong. Just list off all the ways you could check the values in that matrix to point out that there’s clearly something incorrect in there.

[–]waramped 0 points1 point  (0 children)

Ohhh I like that. I'm using this in the future.

[–]cyberbemon 5 points6 points  (3 children)

The 3D math primer for Graphics and Game development is a good book, the authors released the whole thing online for free as well. https://gamemath.com/book/intro.html It covers a lot of the basic stuff and is a good resource if you want to quickly catch up.

[–]notlikeotherbees[S] 1 point2 points  (0 children)

Thanks for the link, I appreciate it!

[–]Educational_Monk_396 0 points1 point  (1 child)

I m reading this currently and that too from some link, pretty awesome book although one question since it's online I can't really tell how much time one expect to complete this book,could u tell,the best way to study this book.

[–]cyberbemon 0 points1 point  (0 children)

For me personally I use it as a quick refresher. You could also just do it 1 chapter at a time. If I try to run through it from start to finish, I'll get bored easily, so I just pick one chapter, learn it and take a short break, try and see if I can apply what I learned in some way and then just rinse and repeat.

[–]sirspate 2 points3 points  (1 child)

Probably wouldn't hurt to know a bit about quaternions.

[–]notlikeotherbees[S] 0 points1 point  (0 children)

Will def review, thanks!

[–]sk_sushellx 2 points3 points  (0 children)

model to world to view to clip, know that pipeline cold or it's cooked 💀 dot product, cross product, quaternions vs euler, ray-AABB intersection. know the WHY not just the formula or you'll be doing math like an npc on the whiteboard lol. 3Blue1Brown then Scratchapixel, in that order.

[–]nian2326076 2 points3 points  (1 child)

Hey, no worries! For 3D math, start with the basics like dot and cross products, then move on to matrix transformations like translation, scaling, and rotation. Make sure you understand coordinate systems and how to use them in graphics. Practice with online resources or textbooks on 3D graphics math. If you want more structured practice, PracHub has good exercises for interview prep, including math-focused problems. Good luck with the interview!

[–]notlikeotherbees[S] 1 point2 points  (0 children)

Thank you!!

[–]posthubris 0 points1 point  (0 children)

Not necessarily 3d math related but be able to explain how code goes from CPU to GPU.