title: Computer Graphics: Math to Code
body: <p>First, lets start out with my math background. I've taken calculus I - IV and Differential Equations. I've taken a first semester computer graphics course where we implemented pretty much our own graphics pipeline including shading using Phong without any graphics API. </p>
  
  <p>I'm taking a graduate level Advanced Computer Graphics course this semester and when reading the math involved it loses me. This class is basically an image synthesize class. We'll build a ray-tracer in our first project and build on it from there on. </p>
  
  <p>When reading up on advanced computer graphics, I'll usually get a bunch of math. I understand computer graphics is math heavy but I'm having problems when trying to figure out exactly how I'm suppose to implement the math into code. I'm really going to need to get the hang of this in order to excel in CG. </p>
  
  <p>For instance, this article from GPU Gems:
  <a href="http://http.developer.nvidia.com/GPUGems/gpugems_ch01.html" rel="noreferrer">http://http.developer.nvidia.com/GPUGems/gpugems_ch01.html</a>
   There's a bunch of math, but I have no clue where to start implementing the math if I want to.</p>
  
  <p>So, is there something I'm missing? 
   Am I suppose to look at the math and be able to derive the code?
   Are there tutorials/books out there that could help me understand what I'm needing to do? </p>