14 ms·
The website has come a long way, a good reminder for Santa to drop a donation. Computer graphics needs more open education for sure. Traditional techniques are
by yunnpp 10mo ago
The website has come a long way, a good reminder for Santa to drop a donation.
Computer graphics needs more open education for sure. Traditional techniques are sealed in old books you have to go out of your way and find; Sergei Savchenko's "3D Graphics Programming Games and Beyond" is a good one. New techniques are often behind proprietary gates, with shallow papers and slides that only give a hint of how things may work. Graphics APIs, especially modern ones, make things more confusing than they need to be too. I think writing software rasterizers and ray tracers is a good starting point; forget GPUs exist.
Also, slight tangent, but there doesn't seem to be any contact method here other than Discord, which I find to be an immediate turn-off. Last time I checked, it required a phone number.
The donations page could use a link directly from the homepage too.
- WillAdams 10mo agoI can still remember a fellow student wanting to know how to write a 3D computer game, the professor being stumped, and my chiming in w/ >Get Foley & Van Dam from the library noting it should be available to check out, since I'd just checked it back in. Several new editions since: https://www.goodreads.com/book/show/5257044-computer-graphics https://www.goodreads.com/book/show/5257044-computer-graphic...
- yunnpp 10mo agoYeah, that's "the mouse book" in my mind. The tiger book is also a very good compilation of topics, though it leaves things as "exercise for the reader" more often than I would like to. https://www.goodreads.com/book/show/1933732.Fundamentals_of_Computer_Graphics https://www.goodreads.com/book/show/1933732.Fundamentals_of_...
- WillAdams 10mo agoI really miss the days when folks referred to books by cover descriptor --- I still have my copies of the Red/Green/Purple/Black books for PostScript.....
- john01dav 10mo ago> New techniques are often behind proprietary gates, with shallow papers and slides that only give a hint of how things may work. I've been able to implement techniques based on such things without too much trouble. Also, Unreal is source available, although I haven't used its source to learn, and haven't checked the license for risks with doing so.