Possibly a smidge outdated.
Goes from blank window to rendering 3d meshes with advanced lighting techniques (HDR, SSAO and more).
Heped me understand shader pipeline, so I recommend it.
11–17 of 17 posts
Possibly a smidge outdated.
Goes from blank window to rendering 3d meshes with advanced lighting techniques (HDR, SSAO and more).
Heped me understand shader pipeline, so I recommend it.
i think these days one of the quickest ways to ramp up is to subscribe to Chat GPT 4 and ask it "please help me write a graphics program to draw a cube", or some other simple example, then ask it to explain each piece of code and what it is doing.
Ray Tracing in One Weekend: https://raytracing.github.io/
[0] https://pragprog.com/titles/jbtracer/the-ray-tracer-challeng...
O'Rourke, "Computational Geometry in C 2e". Deals with the basics in a principled way. Start here for fundamentals like a good algorithm for intersection of two lines, or inside/outside polygon tests (don't depend on garbage blog posts for well studied fundamentals like this). The book's webpage is https://www.science.smith.edu/~jorourke/books/compgeom.html
Ericson, "Real-Time Collision Detection". Deep dive into practical collision detection algorithms.
And for Shaders, check out Inigo Quilez and ShaderToy:
- https://www.youtube.com/@InigoQuilez
You should be able to get your hands dirty pretty quickly implementing cool things on ShaderToy.
There's also pbr, which I understand is a legit professional level physically based rendering engine that is fully open source and documented in the form of this text[2].
[1] https://www.youtube.com/@Acerola_t [2] https://pbr-book.org