Earlier quoted context omitted.
You think the first thing for someone who wants to learn graphics programming is to compile rust's webgpu implementation?
WebGPU is a pretty good starting point, that's what I did myself (with C++, not Rust though, which should be even more straightforward). You can even use it in the browser and skip all the native hassle. Just learn the basic concepts like buffers, drawing, texture, light, perspective etc. from https://learnopengl.com/ then you can jump into WebGPU. Even though there's not that many WebGPU tutorial, applying the OpenG…
How do I become a graphics programmer?
91–100 of 207 posts
Re: How do I become a graphics programmer?
#92Earlier quoted context omitted.
Listen to this guy, great advice. Early in my career, I set out to become an "OpenGL expert" and I'd say I mostly got there. I mean I'm no Mark Kilgard and haven't written any textbooks, but I dove super deep into the technology, and gained at least a decade of experience working on all levels of the API from the driver level to conformance tests and performance tuning, up the stack to game and application code, and…
But without people like you (who understands the low-level graphics programming), the development of engine will completely stagnate.
Re: How do I become a graphics programmer?
#93Earlier quoted context omitted.
All programmers at a certain level must understand the lower levels of the stack they are building upon. I think most people can get by with just learning the abstractions that are provided to them. With time people can learn more and more about lower levels as they specialize. Most people who become graphics programmers don't need to know the low levels of how a GPU works, so I personally do not think that is a good…
Are you a graphics programmer, or are you just saying this because that's true in the CPU world (where you have experience)? From both my own and my colleagues' experiences, I would 100% disagree: the nature of GPU architectures means you are forced to deal with super low-level details from the very beginning. Part of this is because graphics (and GPGPU compute) programming is inherently performance-constrained: if i…
Neither.
>the nature of GPU architectures means you are forced to deal with super low-level details from the very beginning.
Not everyone is trying to push the hardware to its limits by making the best thing possible with the hardware. Plenty of projects can get along fine with a A/AA renderer or with unoptimized shaders.
>there's no operating system to manage threads
There literally is. Or if you disagree the firmware manages the threads.
Re: How do I become a graphics programmer?
#94Earlier quoted context omitted.
WebGPU is a pretty good starting point, that's what I did myself (with C++, not Rust though, which should be even more straightforward). You can even use it in the browser and skip all the native hassle. Just learn the basic concepts like buffers, drawing, texture, light, perspective etc. from https://learnopengl.com/ then you can jump into WebGPU. Even though there's not that many WebGPU tutorial, applying the OpenG…
Using webgpu makes sense, but that isn't what they said. They said compiling a rust webgpu implementation.
Re: How do I become a graphics programmer?
#95Earlier quoted context omitted.
It’s actually relatively small.
So what? You don't think they might need to learn math or a graphics API or fundamentals first? You think they need to compile a rust webgpu implementation first because it's small? How does this make any sense?
Re: How do I become a graphics programmer?
#96I'd recommend the Pikuma course Graphics From Scratch[0]. The first thing you do is write a set_pixel function utilizing SDL and the rest of the course is all your code, every matrix operation, every vertex transformation, every triangle rasterization. You calculate what every individual pixel should be colored. [0]: https://pikuma.com/courses/learn-3d-computer-graphics-progra...
I find this very interesting. I have been toying around how I would design a graphics 101 course myself. Should it start with putpixel style sdl code like we did in the 90s? Or start with shadertoy? Of course basic matrix math is always important. But how to teach rasterizing a triangle? Can we skip to homogenous coordinates and quad trees without going through scan lines? Should we really teach Phong shading or can…
Instead, I’d recommend
https://learnopengl.com/ https://raytracing.github.io/books/RayTracingInOneWeekend.ht... https://fgiesen.wordpress.com/2011/07/09/a-trip-through-the-... https://foundationsofgameenginedev.com/ https://youtu.be/j-A0mwsJRmk
Though, if you really do want to put pixels, this is how you should do it: https://gist.github.com/CoryBloyd/6725bb78323bb1157ff8d4175d...
Re: How do I become a graphics programmer?
#97I would suggest that beginners not lead with "which tools should I capitalize on" and instead, take a step back and ask "what do I want to make"? Don't lose focus on the final output as you make your first steps. In the world of computer graphics today there are so many tools that abstract away various steps in the process of drawing pixels to the screen that you could very easily waste too much time suffering with l…
What you are describing is more about someone who wants to be productive with graphical stuff fast, but it's not graphics programming.
Re: How do I become a graphics programmer?
#98Not really sure what this website is asking. Does the person want to: Rig? Texture? Model? Write drivers? Make GUIs? Animate websites? Make graphics tools? Work with shaders? Or work with 2D photo engines? Make 2D games? Make 3D games? Write procedural scripts? Optimize graphics code? There are hundreds of disciplines that fall under "computer graphics". The website focuses on a teensy little corner: programming grap…
Re: How do I become a graphics programmer?
#99Personally I think LearnOpenGL is still the best tutorial series if you want to work on game rendering engines
Just because it covers a ton of different topics from beginner up to advanced all in one series. You go from scratch all the way up to implementing deferred rendering and a full PBR implementation
If you understand all of those tutorials you have a pretty good baseline for how modern game rendering works (minus ray tracing)
In terms of getting a job though the modern APIs are highly desirable
Re: How do I become a graphics programmer?
#100I would suggest that beginners not lead with "which tools should I capitalize on" and instead, take a step back and ask "what do I want to make"? Don't lose focus on the final output as you make your first steps. In the world of computer graphics today there are so many tools that abstract away various steps in the process of drawing pixels to the screen that you could very easily waste too much time suffering with l…
Listen to this guy, great advice. Early in my career, I set out to become an "OpenGL expert" and I'd say I mostly got there. I mean I'm no Mark Kilgard and haven't written any textbooks, but I dove super deep into the technology, and gained at least a decade of experience working on all levels of the API from the driver level to conformance tests and performance tuning, up the stack to game and application code, and…
However, I do agree that generally graphics engineer is a niche limited to the few people working on gaming engines, VR R&D, or animation R&D. But those skills, at least today, are generally transferable to AI engineering because GPU compute plays such a huge role. There’s less graphics programming of course and the APIs for GPU compute are a bit different, but AFAIK many of the hardware concepts remain (e.g. wavefronts, how GPUs do threading, etc etc).