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I acquired Pbrt in order to learn the basics of computer graphics rendering in a practical way. However, I struggle even with the most basic things (math mostly).

Do you happen to know of any resource that provides a good mathematical foundation directed at computer graphics?

Any resources you'd recommend for learning about 3D volumetric rendering via voxels (not polygons)?

NVIDIA has some good papers on Sparse Voxel Oct-trees (GPU backed of course). Typically voxel rendering is done via raytracing.


Do you have any opinion of voxel cone tracing vs raytracing?

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