Q: What are the mathematics requirements for creative technology?
A:
This depends, even from a new media perspective,
whether the focus is on
animation, information visualisation,
game development or even more general on
an artful application of mathematics
in for example web design or interactive installation(s).
Nevertheless, to some extent, at least on an introductory level,
topics that should be addressed are [1]:
- points, vectors, planes & isometries
- linear (matrix & vector) algebra
- combinatorial and numerical algorithms
It seems worthwhile to proceed from isometries in euclidean geometry,
to transformations in linear algebra,
via an introduction of coordinate systems.

Q: And more specifically for animation and visualisation?
A:
In summary:
- graph theory
- basic calculus, newtonian physics
- particle systems in 2D space
It must be emphasized that
students will generally start from an intuitive idea
of a phenomenon, for
which they should be able to find a more or less adequate
formalism or model that embodies this intuition.
In practice this might mean that they merely adapt an existing animation
or visalization
to fit their needs.

Q: Any special wishes for game development?
A:
Yes, in particular the mathematics needed for
game physics, dynamic lighting and
visual effects [2]:
- game physics -- motion, speed, collision detection
- dynamics lighting -- normal, reflections & refractions
- natural phenomena -- waves, perturbations, explosions
Evidently, these may be considered a generalization
of the issues treated for animation and information visualisation,
extended to 3D space.
However, the natural phenomena are more complex, and the
computational requirements may be considered to be significantly
higher.

Q: What about the (he)art of mathematics?
A:
There are nowadays many tools, including
the processing.org software, to produce
generative art, or more general visual patterns.
Artists speak of such methods as using
algorithms as a paintbrush.
However, where the methods are often used in a naive way,
is seems desirably to create algorithms that are
to some extend well-founded in mathematical theory.
Topics from mathematics that provide a useful background include
[1]:
- basic topology, iterated functions
- quaternions & rotations
- fractals, mandelbrot & julia sets
- lindenmayer systems -- online tutorial

Q: Would that be all?
A:
Very likely, most students will find the topics treated
thus far already quite difficult.
However if we look at the area of visual computing,
which issues such as image processing, triangulation
and rasterization,
additional topics need to be covered, such as [3,4]:
- delaunay triangulation, voronoi diagrams
- convolution filters
- and what else?
In addition, some students may even express an interest
for
geometrical algebra [5].
Apart from being somewhat offstream,
it may also be observed that these topics
require perhaps a more computational than mathematical
approach.

reference(s) -- math
kindle
- Mathematics of Digital Images: Creation, Compression, Restoration, Recognition (Hardcover)
by S. G. Hoggar -- (amazon)
- Mathematics for 3D Game Programming and Computer Graphics, Second Edition (Game Development Series) (Hardcover)
by Eric Lengyel -- (amazon)
- Visual Computing: Geometry, Graphics, And Vision by Frank Nielsen -- (amazon)
- Geometry and Topology for Mesh Generation (Cambridge Monographs on Applied and Computational Mathematics) (Paperback)
by Herbert Edelsbrunner -- amazon)
-
Geometric Algebra for Computer Science -- An Object-Oriented Approach
by Leo Dorst, Daniel Fontijne, Stephen Mann --
(online)
