Graphics

Lets say i am interested in 3D graphics, but i know nothing about it. Should i learn OpenGL, or Blender?

Attached: graphics early 3d bird.gif (161x168, 377K)

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youtube.com/watch?v=-6g3ZcmjJ7k
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gl = graphics library
blender = model editor

this. blender if you want to fuck about, opengl if you want to integrate your fucking about into programmatic code.

blender if you want to fuck about, opengl if you want to fuck with

You should learn more.

What do you want to do? Make games? Models? 3D scenes? How it works? There are different tools for different jobs.

read "fundamentals of computer graphics". I like this one because its very theoretical. No 1000+ lines of code snippets per chapter, just compact math equations, its fucking amazing.

I feel i need hurry up because i need to choose specialisation at uni. I am interested mostly in programming, but i think their stricte "OOP" specialisation wont teach me something that i cannot learn in my own time. I know nothing about graphics but i am interested in this specialisation, i know nothing about Networking and i am not very interested in subject alone but its probably very hard to learn in home, so i thought about it too. For a start: i would like to make simple, "aesthetic" scenes like:
youtube.com/watch?v=-6g3ZcmjJ7k
or
youtube.com/watch?v=dnet6vhW9co
I really like this style for some reason, sorry if i look like a meme
>I like this one because its very theoretical. No 1000+ lines of code snippets per chapter, just compact math equations
Isnt this overkill tho? I know some basic Linear Algebra and Calculus, i would like to actually use it to build pretty shit

If you want to learn programming, then OpenGL and Vulkan are the thing to pick, along with C++

Also how to make some fractals in OpenGL/WebGL?

do big data or ai if either of those are available. graphics is literally just for video game development. you’ll have a much harder time trying to get a job in this industry because every child programmer wants to be a game developer, and the interviews are targeted at experienced programmers and/or mathematicians

on the other hand, graphics has a LOT to do with linear algebra, so learn that well if you wanna take a gfx class.

>inb4 visualization/animation/cgi studios will hire you to
they’re all using unreal engine and maya

>Graphics classes
You better like linear algebra

OP, you might go check out /3/. It's a slow board, but the people there either do this stuff for a living or are on the verge of doing this stuff for a living. Come back and show us your donut.

There's a lot to learn under the umbrella of general 3D. Some of it is rewarding and technical (openGL integration into your application) - some of it is much more artsy (sculpting/modeling) - but due to the nature of the medium will still have some technical merit to it. IE: when you model a character, he should have a couple of bands of verticies at every joint such that bones don't cause his arms/legs to collapse when he moves.

If you want to chase this as a career path, stick to your graphics classes and linear algebra and since you sound like an undergrad in college, leverage Christmas break to learn blender. It's not that blender is the industry standard- but it's good for learning fundamental concepts in 3D which are transferable to the big kids' table later should you choose to go that way.

10/10 troll post OP, everyone fell for it.

have you heard about "blender hacking" with python?

Follow Joey DeVrie's tutorials on openGl. You can use it to make anything from a simple vidya, to an advanced 3D modeling app, depending on how much math you know.

learnopengl.com

The linear algebra involved in graphics programming is not terribly complicated (provided you're not too ambitious). If you know how to multiply four matrices with each other, you can already make a projection-view-model matrix through which a scene is viewed. Beyond that, what you'll end up doing is specific to graphics APIs (openGL or DirectX, for instance)- and basically it boils down to
1. How to put a mesh into the memory of the graphics card
2. How to build/compile/use shader programs with the gfx API
3. For fancier stuff, how to render to a buffer and sample from that buffer in order to cast shadows, use bloom, etc.
This is much harder than network programming, which consists mainly of passing byte arrays from one machine to another. The only thing more impressive (to me, at least) than gfx programming would be to create your own gfx API from scratch.

God that gif is beautiful

lel

I have not. But there was a time when I was younger and uninitiated in the ways of the world when I thought that I wanted to be a gamedev. Did the whole CS so I can make video gaems meme. I'm aware that blender sits atop Python as the underlying scripting language, so I'd image with some creative uses of Python you could make the blender application do some interesting stuff.