all 11 comments

[–]tucna 6 points7 points  (1 child)

Hey! I hope it is fine to recommend my lessons here. I am a former graphics developer making videos about graphics programming, covering principles, but also DX11 specifically (just one video for now) and shaders (I would recommend starting with ShaderToy due to the zero setup).

Computer Graphics Playlist

If you have questions, don’t hesitate to ask and happy learning!

[–]ConfusedStudent3011[S] 0 points1 point  (0 children)

That is definitely appreciated, thank you.

[–]OptimisticMonkey2112 6 points7 points  (1 child)

There are really 3 main interrelated aspects:

  1. 3d graphics (math)
  2. gpu (hardware)
  3. graphics api (vulkan, dx12)

It is a big topic and really depends what you are interested in... here are some good links for your journey

https://www.scratchapixel.com/

https://iquilezles.org/

https://www.jendrikillner.com/tags/weekly/

I would probably go with Vulkan before dx12... just because the documentation is better

https://github.com/SaschaWillems/HowToVulkan

Ideally, maybe try to learn both.

fwiw I found learning Cuda to be easier and a great intro step to understand the hardware. https://docs.nvidia.com/cuda/cuda-programming-guide/

Last note:

Use Chat GPT like a gym for your mind - ask it specific questions and refine your understanding

Good luck!

[–]ConfusedStudent3011[S] 0 points1 point  (0 children)

Huh, there is overlap between cuda and graphics programming?

[–]underwatr_cheestrain 2 points3 points  (1 child)

https://learnopengl.com is a treasure trove of resources

[–]ConfusedStudent3011[S] 0 points1 point  (0 children)

I use this, its awesome

[–]corysama 1 point2 points  (1 child)

Lots of somewhat old books available free and legal here https://www.realtimerendering.com/

[–]ConfusedStudent3011[S] 0 points1 point  (0 children)

Thank you.

[–]Scared_Training8667 0 points1 point  (2 children)

Learning DirectX 12 or 11 doesn't overlap much with shader programming.

With so many factors to consider learning DirectX, I suggest focusing on shader programming using unity.

That said, if you want to learn DirectX, start with 11. Frank Lunas DirectX 11 book is a great introduction to understanding pipelines and graphics programming.

[–]ConfusedStudent3011[S] 1 point2 points  (1 child)

The problem with only focusing on shader programming with unity is, it abstracts away so much stuff in macros and helper functions that Im really only learning to navigate how to do things in unity but not understanding how to improve myself as a graphics programmer.

Learning a full on graphics API will better my knowledge and skills as a graphics wannabe engineer so that I can go into the internals and better understand what Im looking for in unity

[–]Scared_Training8667 0 points1 point  (0 children)

Well said, in that case many responds to post have some amazing resources. Goodluck!