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Real-Time Rendering, Fourth Edition
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All the comments and stories posted to Hacker News that reference this book."Real-time Rendering" by Akenine-Tomas Möller et all is one of the standard references here.https://www.amazon.com/Real-Time-Rendering-Fourth-Tomas-Aken...
Peter Shirley's free Ray Tracing series is incredibly good as well: https://raytracing.github.io/books/RayTracingInOneWeekend.ht...
And the outstanding piece in rendering is the Physically Based Rendering book by Pharr et all (which won an Oscar): https://www.pbrt.org/
None of those are math references as such, but the thing is with graphics it's not based on first principles (well, ray tracing is kinda getting there but still has lots of artistic stuff rather than science stuff), but rather on a bag of tricks. And the math without the "bag of tricks" context may not be that clear.
Way back in the day I read either the 1st or 2nd edition of this book: https://www.amazon.com/Computer-Graphics-Principles-Practice...It's a classic in the computer graphics field, like Knuth is for algorithms. I'd recommend it alongside the OP's new book.
EDIT: But for anyone who is reading this wanting to learn about practical computer graphics, CG:P&P is NOT the resource to use! Learning the low-level rasterization algorithms used in computer graphics is an important thing to learn at some point, just like learning assembly language provides valuable insights even if you never touch a line of assembler again. But if you actually want to write graphics code on modern hardware with GPUs, I'd highly recommend Real Time Rendering instead: https://www.amazon.com/Real-Time-Rendering-Fourth-Tomas-Aken...
⬐ 2pEXgD0fZ5cFThanks a lot for the recommendation!What would you say are the prerequisites for this one?
Also from the description it sounds as if it also goes a bit more into 2D graphics too, is that correct?
⬐ garmaineAgain, 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.
https://www.amazon.com/Real-Time-Rendering-Fourth-Tomas-Aken...try this if you have time
⬐ corysamaThat book is a highly-recommended intro. The site for the book https://www.realtimerendering.com/ also list tons more great material.