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Ask HN: Resources for Learning Graphics Programming

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Re: Ask HN: Resources for Learning Graphics Programming

#33
post #14

I'm a little surprised no one has recommended the Frank Luna books. They're great introductory books. I used the DX9/DX10 books during my education when writing my game engines. I haven't read the DX12 book, but DX9/10/11 were basically the same structure only updated for the new APIs. https://www.amazon.com/Introduction-3D-Game-Programming-Dire...

If textbooks are more your vibe, OP, I’d also look into Real Time Rendering. Solid foundations with later chapters delving into modern techniques. They keep their editions fairly fresh too!

I actually have that one on my shelf already, just finding the time to delve into it!

Re: Ask HN: Resources for Learning Graphics Programming

#35
post #10

This is the most thorough resource I’ve found: https://www.scratchapixel.com/ Though admittedly it is a bit chaotically organized. That one combined with the ray tracing in 1 weekend series is a good start.

ScratchPixel's articles are some of the best mathmatical breakdowns of rendering I've seen all these years, along with perfect diagrams, charts, and formula noations. Defiitely worth its weight in gold if you approach topics from a logics/proof standpoint.

But man, I feel I was waiting for that path tracing article for 8 years now? It's not even on their recent roadmap. Treat the unreleased sections as wishlists instead of a "upcoming" section.

>Though admittedly it is a bit chaotically organized.

looks like they completely revamped the website (and their roadmap seemed focused on revamping existing articles over making new ones). The beginners section now seems to make enough sense if you were following a college raytracing course. The other sporadic articles are pushed farther down to prevent confusion.

Re: Ask HN: Resources for Learning Graphics Programming

#36

Povray source is available (povray.org), if you'd like to look at the source for a nice ray tracer, or things like ogre 3d ( http://www.ogre3d.org ) etc have source available.

huh, so Pov ray is still updating after all these decades. I used that in a college course a decade ago and it felt dated. But it's a small but fully featured tool, so you can't really go wrong with it as a learning jumpstart. Good starting step and you can jump into pbrt later to see how a "middle grade" ray tracer operates.

I'm a bit less sure about Ogre3d. Another very old repository, but it's been through quite a few revisions over the years. I don't know how clean the code would be for a beginner approaching it. But if you learn by reading and changing code, it sure would be the exact challenge you are seeking.

Re: Ask HN: Resources for Learning Graphics Programming

#37
If I could ask a tangential question within this topic: How's the professional side of graphics programming these days? Maybe not right this moment since nothing in tech is great, but just the vibes and changes over the last decade. I got some 8 years in gaming, but would still like to one day turn my hobbyist toy renderers I do on the side into a chance to dig into some professional grade engines.

My current vibe is that it just seems impossible, with 30 different ways a graphics programming interview can go, and positions are shifting more to Unity/Unreal engine devs over someone who can manage/maintain a shader pipeline or dig deep into optimizing buffer queues and draw calls.

Re: Ask HN: Resources for Learning Graphics Programming

#38

I took the road the other way around, from being a game and graphics programmer to web development and never been happier. That said I would start by learning three things in parallel: a game engine like Unreal, Unity, Godot, a graphics API like DirectX or Vulkan and algorithms and math. I quiet stress the last part: learning algorithms is very important to build something, understand how game engines work and being…

Ugh I know, I did plenty of linear algebra, matrices and high level maths in uni and then basically lost all knowledge of it once I graduated and started in web-dev.

Time to bust out the khan academy courses I suppose.

Re: Ask HN: Resources for Learning Graphics Programming

#39

I answer this question over and over on Reddit. So, here’s a wall of text for you :) Here's the list of links I give everyone getting started in graphics programming in general. The main thing you need to know is https://fgiesen.wordpress.com/2016/02/05/smart/ OpenGL is a good API to start with. There's a lot to learn regardless of which API you use. Once you can do an animated character in a scene with lighting, sha…

I appreciate the wall!

I shall add it to my "To read" pile of shame.

Re: Ask HN: Resources for Learning Graphics Programming

#40
I see it's still up after 20+ years: NeHe at https://nehe.gamedev.net/

In 2005-ish I followed what is now called "legacy tutorials" and I just learned a lot about how rendering pipeline works in OpenGL + some basic 3d math and physics. The rope tutorial (https://nehe.gamedev.net/tutorial/rope_physics/17006/) was my favorite.

Also, my highschool math teacher was in awe when I was so familiar with vector math and matrices and it was so easy to grasp the concepts in class because I could visualize everything. This is a nod to a previous post here on HN: https://news.ycombinator.com/item?id=40983734

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