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I picked up graphics maybe three years ago and have been mostly learnt all the stuff I needed through different sites scattered all over the internet. For ray
by Entalpi 8y ago
I picked up graphics maybe three years ago and have been mostly learnt all the stuff I needed through different sites scattered all over the internet.
For ray tracing Peter Shirleys books are very good.
OpenGL stuff are usually found at docs.gl, https://learnopengl.com/About https://learnopengl.com/About.
For Physically Based Rendering (PBR) material checkout the bool Real-time Rendering and all the cool stuff has been coming out of Siggraph these past years, https://blog.selfshadow.com/publications/s2013-shading-course/ https://blog.selfshadow.com/publications/s2013-shading-cours....
If you can, go take an elementary linear algebra course or prepare to spend time studying these. It is well worth it.
One thing I have found when hacking on my own engine (see here: https://github.com/Entalpi/MeineKraft https://github.com/Entalpi/MeineKraft) is that graphics APIs (especially OpenGL) can have a lot of hidden meanings or even old names still being used, etc. Try to find out how the API evolved and get the reasoning behind the design decisions. This way it makes more sense and it gets a bit easier to learn.
GLHF