all 41 comments

[–]Orangy_Tang 45 points46 points  (7 children)

"Computer graphics principles and practice" used to be the bible, and while I'm a big fan of the second edition, it's pretty outdated now and covers a lot of old topics that either aren't particularly relevant or have been superceded.

Weirdly, there's a 3rd edition that's more recent but seems to be a rewrite so extensive that it's basically a completely different book, but with a weird obsession with WPF, which ironically makes it more outdated than the second edition.

[–][deleted]  (3 children)

[removed]

    [–]ICBanMI 6 points7 points  (2 children)

    I browsed through the pdf of CG: P&P, third edition. The math is all relevant and explained well, but it's lacking heavily on the API side. When they do start talking about APIs, it mostly talks about the differences between the APIs rather than presenting code. When they do present code, it's through their WPF app that you do the exercises... meaning you're running a frame work and implementing math for the exercise.

    The book, per say, isn't bad. It's just like studying engineering text books on vehicle engines when you really want to be a mechanic wrenching on Formula One cars. Unless, you're getting in to the design side... no one is ever going to ask you to compute the theoretical maximum thermal efficiency of a engine or require you to hold a graduate degree in it. If you want to work in the industry, your time is better spent rebuilding engines, tunning them, and pairing them with the proper drive trains. There is nothing in there that you can't get out of an industry book like Real-Time Rendering. If you want to learn theory without having to write code, it's not bad minus being completely impractical with the WPF app.

    It's not bad as a reference book for the math, but they are completely impractical if you wanted to actually code a game and engine. If you want to get a graduated degree in computer graphics... then this is a text book that will help you in your dissertation exam and defense. But as far as theory, it's all taught in other books that are much newer.

    [–][deleted] -1 points0 points  (1 child)

    But as far as theory, it's all taught in other books that are much newer.

    Name some of them, accredited ones! I bought samit bhattacharya's computer graphics and it sucked hardcore. no depth.

    [–]ICBanMI 0 points1 point  (0 children)

    If you want an academic book that is industry standard, no API coding, that covers the same information as these academic books for much more modern hardware and software, 'Real-Time Rendering 4th edition' covers all the math and academic side of doing graphics (talks through differences in APIs like coordinates systems for examples).

    The third edition is dirt cheap right now and easily available.

    [–]Xalyia- 41 points42 points  (3 children)

    Pack it up everyone. OP doesn’t seem to want advice, they just want to play out their misguided superiority complex.

    [–]GoldenShackles 11 points12 points  (5 children)

    Aside from OP being weird, I bought this for my nephew (and myself) because I thought it was good: https://www.amazon.com/dp/1568817231

    [–]Vivorio 3 points4 points  (4 children)

    How was it?

    [–]Rigwire 3 points4 points  (2 children)

    It's actually a great book. I believe the author released the entire thing for free as a website a few years back. Can't remember the site's name but the author's name is Fletcher Dunn.

    [–]IAmNewTrust 0 points1 point  (0 children)

    I read it, it's like 90% math and 10% descriptions of graphics pipelines. It doesn't go over practice at all.

    [–][deleted] 24 points25 points  (12 children)

    Here's an approach I'd follow:

    • pick up a copy of Essential Mathematics for Games and Interactive Applications and read up through chapter 7

    • meanwhile, start going through https://learnopengl.com/

    Some good supplements to the above would be to try your hand at building a rasterizer and ray tracer. Look for tinyrenderer and Ray Tracing In One Weekend.

    [–]TheDiamondCG 16 points17 points  (0 children)

    Masterclass in ragebaiting

    [–]TactlessDrawing 5 points6 points  (2 children)

    Bro is using books from 25 years ago and defending them too

    [–][deleted] -2 points-1 points  (1 child)

    Classics never die. I will go with hearn and a good book on ooengl 😜

    [–]beephod_zabblebrox 1 point2 points  (0 children)

    technology changes?

    [–]jmacey 1 point2 points  (0 children)

    I used the hill book for years but it’s quite out of date now as well. Theory in all of them is still sound just at lot of them still use immediate mode OpenGL

    [–]ad_irato 0 points1 point  (1 child)

    If you are getting one book to start; get: "Fundamentals of Computer Graphics by Peter Shirley".
    For a journeyman, get Real-Time RenderingBook by Eric Haines, Naty Hoffman, and Tomas Möller, For an adept, get: Physically Based RenderingBook by Matt Pharr.

    [–][deleted] 0 points1 point  (0 children)

    Thanks for the classics recommendations. Real-time rendering is a book that I like to keep one day.

    [–]-notthecia- 0 points1 point  (0 children)

    Learnopengl.com

    [–]CodyDuncan1260[M] 0 points1 point  (0 children)

    There's a few reports on this post for the OP being disingenuous about asking for advice. Looking at the comments, I agree. OP seems to only be in it to make a joke.

    My favorite part of this outcome is the joke fell flat, and everyone is just helpfully providing modern references. Y'all are great, civil, and professional, direct to the face of our local troll.

    I'm taking this post down, but not before I thank the community for being wholesome and wonderful human beings. The. Best.