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Again, I read an ancient edition which predated the existence of consumer GPUs. But the edition I read was more than half on the topic of 2D graphics and what y
by garmaine 6y ago
Again, I read an ancient edition which predated the existence of consumer GPUs. But the edition I read was more than half on the topic of 2D graphics and what you might consider to be mundane things like font rasterization.
You might think this has nothing to do with 3D graphics, but in fact there is a big overlap. The graphics driver + GPU takes a description of a 3D scene and projects it into 2D primitives whichs are rasterized onto a bitmap (the display) just as one might render a font glyph.
So IIRC the book begins with the basic theory and techniques of 2D graphics, and then shows how projective geometry can be used to render 3D scenes onto 2D displays, and progressively adds various corrections which we take for granted, such as perspective-correct interpolation of texture values, which these days is done automatically by the hardware.
I don't think there's any pre-requisites other than a basic understanding of beginner computer science, coding, and algorithms. If you can read Knuth, you can read CG:P&P.
Also, see my edit to the grandparent comment.