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My two biggest shelf pulls are Real-Time Rendering [0] by Akeine-Moller, Haines and Hoffman. 3D Math Primer for Graphics and Games [1] by Dunn & Parberry [0] h
by Jasper_ 9y ago
My two biggest shelf pulls are Real-Time Rendering [0] by Akeine-Moller, Haines and Hoffman. 3D Math Primer for Graphics and Games [1] by Dunn & Parberry
[0] https://www.amazon.com/Real-Time-Rendering-Third-Tomas-Akenine-Moller/dp/1568814240 https://www.amazon.com/Real-Time-Rendering-Third-Tomas-Akeni...
[1] https://www.amazon.com/Math-Primer-Graphics-Game-Development/dp/1568817231/ https://www.amazon.com/Math-Primer-Graphics-Game-Development...
I also read a ton of presentations and papers. Highly recommend the famous PBR SIGGRAPH course notes [0], especially the intro to light & physics by Naty Hoffman. GPU-Driven Rendering Pipelines [1] is another recent goodie.
[0] http://blog.selfshadow.com/publications/s2013-shading-course/ http://blog.selfshadow.com/publications/s2013-shading-course...
[1] http://advances.realtimerendering.com/s2015/aaltonenhaar_siggraph2015_combined_final_footer_220dpi.pdf http://advances.realtimerendering.com/s2015/aaltonenhaar_sig...