| ▲ | brcmthrowaway 15 hours ago | ||||||||||||||||
What books does one read to get this level of graphics programming knowledge? | |||||||||||||||||
| ▲ | fsloth 12 hours ago | parent | next [-] | ||||||||||||||||
Graphics is not an academic body of knowledge as such. It's a bag of tricks developed over 50 years, going hand in hand with industrial hardware development. There _is_ deep and rich academic framework around the subject, but I think to understand "why this" you need to program to understand the problem space since it's not really anything you could derive from first principles. I mean you get the rendering equation and so on, but the graphics knowledge portrayed in the article comes from understanding the three pillars of real time rendering. It's about delicate interaction between human visual system (how to fool it), algorithms, and the hardware capabilities. In general you need to program graphics, not read it. I mean I'm in the "reading" category myself and the people who've focused on programming are much better than myself. Real time rendering by Akenine-Möller, Haines et all is the standard entry reference. Now in it's fourth edition. It's really good and dense. If someone wants a simple recipe how to learn real time graphics alone in their cellar, nowadays I would recommend getting Real Time Rendering and going through https://learnopengl.com/. After that you just continue... continue ... continue. There are some people who understand everything about the topic instantly intuitively apparently but that's very, very unique. For the rest of us it's a life long adventure facing our own limitations and trying to get better, one program after another. Speaking as graphics/geometry dev for 20 years now. | |||||||||||||||||
| ▲ | fhd2 13 hours ago | parent | prev [-] | ||||||||||||||||
As an amateur game programmer, I found nothing too advanced in there. A classic book series would be Game/Programming/GPU Gems, about as old as Max Payne. But frankly, you'd run into most of these concepts attempting to make a 3D game with Godot or something. That's the nice thing to take away from TFA in my opinion: They made a very nice looking game (for the time) with largely pretty simple techniques used cleverly. | |||||||||||||||||
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