Earlier quoted context omitted.
I actually started reading the book slowly a few days ago, and am now in Chapter 17. So far there hasn't been anything about graphics; it's been mostly about low-level optimization and discussion of differences between 8086, 286, 386, and 486... yes, it's that outdated. There are some ideas that apply more generally (optimize your design and algorithms first, profile or measure, etc.). I don't think you need a book t…
I started writing one and got discouraged when per-pixel Phong shading on the teapot ran at like 10 FPS. A profiler showed me that I was bottlenecked by simple unavoidable work like matrix multiplies in my shaders. Maybe that profiler was wrong though... now I want to hack on it some more.
Here's a rather impressive software renderer that does per-pixel Phong shading and shadow mapping (among other things): http://users.softlab.ntua.gr/~ttsiod/renderer.html
You might also want to look into Ingo Wald's thesis on realtime ray tracing. In a ray tracing tutorial Jacco Bikker wrote that Wald is reporting speeds of several frames per second for scenes consisting of thousands of polygons at a resolution of 1024x768 pixels, on a single 2.5Ghz laptop. That was written ten years ago, in 2004.