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Ask HN: Resources for Learning Graphics Programming

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41–50 of 57 posts

Re: Ask HN: Resources for Learning Graphics Programming

#41

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…

minor error: https://i.stack.imgur.com/JgrSc.jpg

No longer works, sadly. Or is perhaps an incorrect/invalid link.

Re: Ask HN: Resources for Learning Graphics Programming

#42

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.

Math Academy has been getting pretty good reviews around here lately (no affiliation)

Re: Ask HN: Resources for Learning Graphics Programming

#43
post #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 mat…

Sorry, no offence, but this is a terrible resource to start learning graphics. First of all good luck downloading those examples (most of the links are broken), then compile them (many examples were made for Visual C++ 6.0 or some niche IDE from 2000s). I loved NeHe around 2005 as well, learned a lot from it, even though later switched to web development and never used that knowledge. But this days better to choose something like https://learnopengl.com at least. Or better yet any resources on WebGL, since OP is a web dev. Concepts around shaders and modern programmable graphics pipeline still translates well compared to immediate mode OpenGL samples from NeHe.

Re: Ask HN: Resources for Learning Graphics Programming

#45
post #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 mat…

Thank you for this. I am planning to start teaching my 5-year-old mathematics now, just as I began teaching him to read when he was 2 years old. Now, he reads a lot, and his teacher has no difficulty explaining instructions during quizzes because he already knows how to read!

Re: Ask HN: Resources for Learning Graphics Programming

#47

There are multiple skills here that you are inadvertently and confusingly asking for. 1. Do you mean graphics algorithms? Like how to turn concepts into pixels? Offline rendering for film is nearly the same as realtime video game rendering from a math perspective... just the techniques / estimations to simulating light must be way faster for video games and GPU coded. Offline rendering for movies can take hours per f…

That's exactly the problem for a newcomer. Graphics is a wide and complicated field and the newcomer does not even know what ask.

I've had the same problem for 10 years or so. But there have always been full-time jobs completely unrelated to graphics, so I have never spent significant time to attack the issue.

Re: Ask HN: Resources for Learning Graphics Programming

#48

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…

minor error: https://i.stack.imgur.com/JgrSc.jpg No longer works, sadly. Or is perhaps an incorrect/invalid link.

Odd. Works for me my phone, but not my desktop

Here’s an alternate link https://community.khronos.org/uploads/default/original/2X/4/...

It’s from https://www.slideshare.net/slideshow/beyond-porting/30219704

https://youtu.be/-bCeNzgiJ8I

Re: Ask HN: Resources for Learning Graphics Programming

#49
If you're interested in understanding the graphics algorithms and implementing them yourself, as opposed to using an engine or a library, check out https://gabrielgambetta.com/computer-graphics-from-scratch It guides you through writing a software rasterizer and a raytracer, and most of what you learn can be applied to GPU programming.

Re: Ask HN: Resources for Learning Graphics Programming

#50
If you want a deep-dive into the mathematics as well, I really liked Ray Tracing from the Ground Up by Kevin Suffern [1]. The book focuses on the theory and mathematics of ray tracing, and uses C++ to build a ray tracer. The code however is simple and explained really well so you could adapt it to the programming language of your choice.

[1] https://www.oreilly.com/library/view/ray-tracing-from/978149...

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