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Black Book of Graphics Programming, Special Edition (1997)

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Re: Black Book of Graphics Programming, Special Edition (1997)

#23
post #11

The book is now out of print, and hard to come by. Last time I checked, it was going for over $200 on ebay.

u kidding? i still have a physical copy from back in the days.

Actually, the author of the post actually wrote it an I brought it to everyone's attention in case anyone missed it.

(Don't know why I got downvoted though)

Re: Black Book of Graphics Programming, Special Edition (1997)

#24
post #16
post #11

The book is now out of print, and hard to come by. Last time I checked, it was going for over $200 on ebay.

This comment is verbatim from the github page. Am I missing something?

Brought it here in case anyone missed it. You didn't miss it but someone else could.

Re: Black Book of Graphics Programming, Special Edition (1997)

#25
post #18
post #10

Earlier quoted context omitted.

I'm still not impressed by hardware accelerated graphics for anything other than video games. My celeron laptop with no GPU drivers (using the EFI frame buffer only) can decode full screen video in real time and run pretty much any graphical application I want (except Gnome3, but that runs poorly on my machines that have working GPUs too.)

Have you seen WebRender? It sports impressive performance, which does help on real-world applications/sites, especially on low-end HW. While its performance gains probably come from multiple sources, pushing work to GPU is afaik one of the main ones. https://github.com/servo/webrender/wiki Also, I'm reminded of Anandtech review of the 1st-gen rMBP: At 2880 x 1800 most interactions are smooth but things like zooming w…

If your web site is unusable without a GPU you have done something wrong.

Re: Black Book of Graphics Programming, Special Edition (1997)

#26

Earlier quoted context omitted.

I think he was referring to Pharr's book on PBR: http://www.pbrt.org/ It is an absolute beast of a book, and not for beginners. Nor is it written as such; After Ch. 1 the book acts less like a sequential book, and more like an extensive reference guide for anything you'd need to really understand what goes on in a Ray Tracer. As for "A trip down the Graphics Pipeline", I found it fairly easily: https://fgiesen.wordpr…

What would you recommend as prerequisites for PBR?

All that's "really" required is patience and some mathematical maturity. It is a complete book for the most part, but if you already are familiar with concepts like sampling theory, calculus, and concepts like convolutions and signal processing you'll be better off.

Re: Black Book of Graphics Programming, Special Edition (1997)

#27
post #8
post #6

Earlier quoted context omitted.

Could you post a link, please? Searching for those terms leads to a '96 book and some different blog posts, but I am not sure if the ones you are referring to. Thanks!

Physically Based Rendering[0] Graphics Pipeline[1] I'd also add Real Time Rendering [2] to that list. [0] http://www.pbrt.org/ [1] https://fgiesen.wordpress.com/2011/07/09/a-trip-through-the-... [2] http://www.realtimerendering.com/book.html

Yup RTR is a great addition. It's so foundational it keeps slipping my mind to recommend.

Re: Black Book of Graphics Programming, Special Edition (1997)

#28
post #6

Earlier quoted context omitted.

Could you post a link, please? Searching for those terms leads to a '96 book and some different blog posts, but I am not sure if the ones you are referring to. Thanks!

I think he was referring to Pharr's book on PBR: http://www.pbrt.org/ It is an absolute beast of a book, and not for beginners. Nor is it written as such; After Ch. 1 the book acts less like a sequential book, and more like an extensive reference guide for anything you'd need to really understand what goes on in a Ray Tracer. As for "A trip down the Graphics Pipeline", I found it fairly easily: https://fgiesen.wordpr…

Not to be pedantic but "ray tracer" evokes a concept that is a fair bit narrower than a "path tracer." The latter has concepts of sampling multiple directions and attempts to do things like conserve energy, respect the statistical properties of the surfaces it interacts with etc. A perfect ray tracer is easy to write but untenable for most real-world usage so PBRT is written more to the tune of all the various things you can do to improve performance without introducing statistical bias.
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