Reddit mentions: The best 3d graphic design books

We found 88 Reddit comments discussing the best 3d graphic design books. We ran sentiment analysis on each of these comments to determine how redditors feel about different products. We found 48 products and ranked them based on the amount of positive reactions they received. Here are the top 20.

2. 3D Computer Graphics: A Mathematical Introduction with OpenGL

3D Computer Graphics: A Mathematical Introduction with OpenGL
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3. 3D Engine Design for Virtual Globes

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4. AAD Algorithms-Aided Design: Parametric Strategies using Grasshopper

AAD Algorithms-Aided Design: Parametric Strategies using Grasshopper
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5. Blender For Dummies

Blender For Dummies
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6. Maya Studio Projects Texturing and Lighting

Maya Studio Projects Texturing and Lighting
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7. Introducing Autodesk Maya 2016: Autodesk Official Press

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8. WebGL Programming Guide: Interactive 3D Graphics Programming with WebGL (OpenGL)

WebGL Programming Guide: Interactive 3D Graphics Programming with WebGL (OpenGL)
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9. GPU Pro 6: Advanced Rendering Techniques

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10. OpenGL ES 2 for Android: A Quick-Start Guide (Pragmatic Programmers)

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OpenGL ES 2 for Android: A Quick-Start Guide (Pragmatic Programmers)
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12. 3ds Max 2012 Bible

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3ds Max 2012 Bible
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13. Introducing Autodesk Maya 2015: Autodesk Official Press

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14. Virtual Space: Spatiality in Virtual Inhabited 3D Worlds

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15. Adobe After Effects CC Classroom in a Book (2017 release)

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16. Foundations of 3D Computer Graphics (The MIT Press)

Foundations of 3D Computer Graphics (The MIT Press)
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17. 3D User Interfaces: Theory and Practice (2nd Edition) (Usability)

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3D User Interfaces: Theory and Practice (2nd Edition) (Usability)
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20. Introducing Character Animation with Blender

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🎓 Reddit experts on 3d graphic design books

The comments and opinions expressed on this page are written exclusively by redditors. To provide you with the most relevant data, we sourced opinions from the most knowledgeable Reddit users based the total number of upvotes and downvotes received across comments on subreddits where 3d graphic design books are discussed. For your reference and for the sake of transparency, here are the specialists whose opinions mattered the most in our ranking.
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Top Reddit comments about 3D Graphic Design:

u/RustyBramble · 1 pointr/3Dmodeling

Working through this book. -http://www.amazon.co.uk/3ds-2012-Bible-Kelly-Murdock/dp/1118022203 - Has really given me some confidence with how aware I feel of the software's capabilities and tools. I'm only a little over half way through and it's been a good way to structure my learning. The tutorials aren't visually great, but they do the job of giving you an example of what the text is outlining.

I used to make maps for various UT mods. This was way back when I was like 12 - 16. (24 now) At the time I came to understand some of the basic principles and aspects of 3D modelling. I was far too put off by my render times and general performance speed then though.

I've been drawing a lot since though and looking at other mediums such as photography. Which I definitely don't think will have done any harm when it comes to thinking about composition, harmony, lighting for effect, colours, Ideas in general I guess. There are plenty of good books in any library for these topics.

Over the past year I've been modelling better than ever. The learning is often as fun as the work and I find my self having some real break-through moments. Blender is certainly a great tool to for free. If you haven't already , check out Sintel. (http://www.sintel.org/)

I'm no expert. Only a beginner really. I'd definitely advise you to develop your skills for idea generation and preservation in any creative or artistic way you can. Outlining objectives and aiming to achieve specific goals also really helps.

Looking at and working from reference images makes an incredibly large amount of sense as well. Use them for everything. You can always copy one aspect of something and work into it some of your own ideas.

Ultimately, I've found there is an awfully large amount of information on the web that can help you learn to work with 3D. A lot of it free as well. last night at daft o,clock I thought I'd search Polycount. That led me here http://wiki.polycount.com Which already I can see has a lot of worthwhile information.

Enjoy learning and do as much of it as you can. :)

u/DarkOdeus · 1 pointr/animation

First let me say, congratulations on finding this wonderful amazing industry. I casually stumbled into animation by taking a 3D animation class in college on a whim and I loved it ever since, however I have only gotten really serious (like life/educational commitment to it) about six months ago.

If you are a total 100% absolute beginner start with The Animators Survival Guide, and I would also recommend The Illusion of Life. These two books are amazing resources almost every animator should know.

Now I know this sub has a pretty good split of 2D and 3D animators so you gotta decide which you want to be, to most people this is a pretty clear and obvious choice.

Now all of this is specific to 3D animation from hence forth BUT that said much of it translates into a 2D environment.

Here is the next big key question, what kind of animator are you, feature, game, freelance, or just hobbyist? Some might scoff and say "Well whats the difference" and I thought so too so let me break down the difference for you.

Feature:

These are the animators working on the Incredible 2, Moana, Shrek's etc of the world. Feature animation is all about getting real emotions into characters and truly giving them the illusion of life. This educational track focuses heavily on proper posing, staging, and appeal. These animators also almost always "work to the camera" which means that the camera angel of the shot is chosen for you, this is great because it allows us to use the motto "If it looks right it is right." Animating to the camera is a blessing and a curse because you must carefully select your characters motions and think about how limbs will be obstructed in a shot so you need to think around that. However this can be a good thing, one of my mentors worked on the fantastic movie Coco and she worked on one particular shot where the main character is swimming in a big pool. Now during this shot the main characters feet actually clip through the bottom of the pool and go through the object several times, but because she was animating to the camera she did not have to worry about this at all.

Game:

I admit this is the one I have the least experience with, basically a game animator focuses on loops more than anything else. You are working on walk cycles, jump cycles, gun fire cycles, reloads etc. The real trick with game animation is that not only do you have to get the animation looking right you have to get it FEELING right. You have to make your animation have proper timing and appeal through out the whole thing to give the character personality. Game animators also really come into the problem of their animation having to look right from EVERY angle.

Freelancers:

I have personally never freelanced but I know from a few friends that have the work that you do is all over the place. Some have done everything from working on small to mid sized indie games, to making Youtube intro's, to making company advertising materials. You really need to be a well rounded type of animator for this. Many animators do not freelance to start but it is not impossible

Wow so that was kind of lot of information huh..... Well where the hell do you go from here. Well there are a few avenues but some things are set in stone

  1. You need to find out what program your section of animation is using and get intimately familiar with it, like I'm talking second life partner familiar. For 3D animation this is going to be Autodesk Maya, for a 2D animator I am not entirly sure.

    If you are a student you can get a free license for Maya through Autodesks student site, it really is an amazing program which every 3D animator will probably learn in their course of education.

    The book I can personally recommend for this is Introducing: Autodesk Maya 2015, while I know it might seem like the book is all over the place I recommend you have at least a basic understand of all the concepts the book covers. I know there are newer version of this book for the newer versions of Maya that are out but I have no personal experience with them

  2. Read The Animators Survival Guide, cover to cover, and then do it again, and once again for good measure, and then if you are bored maybe browse it again.

    This book really is an amazing resource, paired with The Illusion of Life you basically have an animation master class printed in your lap

  3. If you are serious about formal education investigate universities or vocational schools for it. I am personally a bit anti-university but that's due to my old universities film program and art programs being horribly mismanaged to the point of myself dropping out.

    I can personally recommend Animation Mentor which is an online vocational school of sort for 3D animators. I am currently int he first class in it and in the first 8 weeks of the class I have learned far more than I ever did over the course of four formal classes at my university (again your university might be UCLA and have great animation programs, your millage might vary)

    I am sure there's a million things I didn't cover in this post and if you have any questions at all please feel free to ask them and I will do my best to answer them!
u/cjdavies · 3 pointsr/virtualreality

(These are all (non-fiction) books. If you want research papers I can give you a bibliography of things you might find a few interesting things within.)

Virtual Reality by Howard Rheingold is a very good place to start for a founding in the history of VR (right back to the invention of the HMD by Ivan Sutherland in the 1960's) but was written before the current reignited interest in VR that Oculus has triggered;

http://www.amazon.co.uk/Virtual-Reality-Revolutionary-Computer-Generated-Worlds--And/dp/0671778978/ref=sr_1_1?ie=UTF8&qid=1396019470&sr=8-1&keywords=virtual+reality+howard

If you like Rheingold's writing style then The Virtual Community might be of interest to you. Not directly related to VR, but as VR becomes more mainstream (& especially with players such as Facebook expressing interest) it is only a matter of time until VR becomes a popular interface to virtual communities;

http://www.amazon.co.uk/gp/product/0262681218/ref=oh_details_o08_s00_i00?ie=UTF8&psc=1

If such sociological aspects of computers/VR interest you, then Sherry Turkle's books are fascinating;

http://www.amazon.co.uk/gp/product/0262701111/ref=oh_details_o09_s00_i00?ie=UTF8&psc=1
http://www.amazon.co.uk/gp/product/0684833484/ref=oh_details_o04_s00_i00?ie=UTF8&psc=1
http://www.amazon.co.uk/gp/product/0262012707/ref=oh_details_o08_s00_i00?ie=UTF8&psc=1

As somebody else already mentioned, Infinite Reality is a nice read, but is very 'light' on science/technical detail;

http://www.amazon.co.uk/gp/product/0061809500/ref=oh_details_o05_s00_i00?ie=UTF8&psc=1

If you like your cyberpunk fiction then Cyberspace: First Steps is great - it even has a foreword written by William Gibson;

http://www.amazon.co.uk/gp/product/0262521776/ref=oh_details_o02_s00_i00?ie=UTF8&psc=1

For more of a brain-fuck read, take a look at The Cyborg Experiments;

http://www.amazon.co.uk/gp/product/082645903X/ref=oh_details_o00_s00_i00?ie=UTF8&psc=1

For basic virtual environment/virtual world background I can recommend these two (Richard Bartle is the guy who invented MUD1);

http://www.amazon.co.uk/gp/product/0131018167/ref=oh_details_o03_s00_i00?ie=UTF8&psc=1
http://www.amazon.co.uk/gp/product/0631182144/ref=oh_details_o07_s00_i00?ie=UTF8&psc=1

And if by 'the VR experience' you mean 'immersion' or 'the sense of presence' then the first section of Virtual Space is a good start before diving into back issues of MIT Presence;

http://www.amazon.co.uk/Virtual-Space-Spatiality-Inhabited-Worlds/dp/1447111001/ref=sr_1_1?ie=UTF8&qid=1396019722&sr=8-1&keywords=virtual+space+spatiality

u/SuperTallCraig · 5 pointsr/Filmmakers

Yeah, actually there are some good ones... and Amazon is a pretty good source.

After Effects: anything by Chris Meyer & Trish Meyer, such as this one: After Effects Apprentice: Real-World Skills for the Aspiring Motion Graphics Artist

The "Classroom in a Book" series is good too. They're a thorough and comprehensive reference. They have courses for each package you mentioned.

Adobe After Effects CC Classroom in a Book (2017 release) 1st Edition
-and-
Adobe Premiere Pro CC Classroom in a Book (2017 release) 1st Edition

Sure, the books will slowly become out of date in a few years as the software continues to evolve, but you will have learned it by then, and then core concepts and workflow will stay the same.

Some people feel more comfortable learning from books, I get it. You don't have to use online resources... But if you get stuck, google is your friend! Andrew Kramer is a great online resource for learning some more advanced After Effects techniques and tools, and as others have mentioned, Lynda.com has courses on everything.

Hope that helps. =)

u/smoses2 · 2 pointsr/Maya

I have used only paid content and I have just been learning myself, moving from 3ds max to Maya, but have followed Maya related courses on Lynda.com, Pluralsight.com, and Udemy. I have found Pluralsight Maya courses to be most comprehensive and they have a dynamic playlist: https://app.pluralsight.com/paths/skills/maya-dynamics-core-skills. I have done many of the core Maya courses, but in dynamics, I have only taken the Pluralsight nParticle fundamentals course - which was very thorough. Lynda.com also has a very good MASH course.

When following some of the older videos elsewhere, I have found they can still be used; the menus have simply changed, but the process is the same. So you could probably still use the video you linked to above, since nParticles has been around a long time, but you would need to re-map the instructions to the current Maya interface.

As I said, I am only learning Maya myself, and am more of a developer and not an artist. I have found this book: https://www.amazon.com/Introducing-Autodesk-Maya-2016-Official/dp/1119059631 to be excellent at filling in the parts that I did not find intuitive with Maya in general. I found it to be a good base - but only one chapter on dynamics/effects. As it is from 2016, it also doesn't cover the Arnold renderer. It might however help you use the online free videos - put them better into the context of the new interface.

​

u/TurkishSquirrel · 3 pointsr/learnprogramming

It depends a bit on what areas you're interested in. For interactive graphics you'll likely do OpenGL or DirectX or such.
Non real-time graphics usually means ray tracing or some variant like photon mapping where you want to produce physically correct images, with flexibility depending on your art direction e.g. Big Hero 6. With ray tracing you're essentially simulating how light interacts in the scene.

Here's some useful books/links for real time graphics:

  • Real-Time Rendering this is a great book covering a lot of theory/math topics behind real time graphics techniques, so it's agnostic to whatever rendering API you use. The book's website lists more graphics related resources and is quite good.
  • OpenGL Superbible good book focusing on OpenGL, written for beginners with the API.
  • open.gl very good introductory tutorials for OpenGL, I just wish it covered some more content. Should give you a solid start though.

    Here's some for ray tracing:

  • Physically Based Rendering this is basically the book for ray tracing, the 3rd edition should be coming out this spring though so if you want to save some money you could wait a bit. There's also a website for this book.

    For general math topics I also recently picked up Mathematics for 3D Game Programming and Computer Graphics which looks very good, though I haven't gone through it as thoroughly.

    As mentioned already /r/GraphicsProgramming is a good subreddit, there's also /r/opengl for OpenGL questions.
u/horsman · 41 pointsr/gamedev

In the industry the most well regarded books are the following:

  • Real Time Rendering Rendering/Graphics/Math

    A large book with sporadic coverage of a number of areas of graphics. Well written and good for a programmer who isn't a math major type. Has a wonderful blog collecting alot of recent results in industry and academia

  • real time collision detection Physics/Geometry/Math

    Pretty straight forward and smart book.

  • Foundations of 3D Computer Graphics Math/Graphics/Short/Dense

    The best book if you are already familiar with math and by far the best and most intuitive overview of coordinate systems, frames, vectors and other fundamentals. Reads like The Art of Computer Programming by Knuth.

  • Michael Abrash's Game Programming Black Book

    Free online book of voodoo wizardry from the annals of time. Awesome way to get familiar with the classic game programming styles and hacks. Mind expander.

    And I have enjoyed these in addition:

  • Game Programming Gems

    Pick one of these up for a bunch of succinct tips from pros. My favorites were 5,6 and the best of.

  • Game Feel

    I've heard some discredit this book for it's fluffiness but I think it does a good job in defining exactly what it is that that builds strong controls, polish, and identity for games.

    In general stay away from "Learn how to make a game" or "Learn tool X"
u/gu1d3b0t · 4 pointsr/virtualreality

Ignore Carmack (on this one, very specific issue). His conceptual model of what a UI is, can be, and should be, are extremely one directional, vision-centric, and rooted in ancient PARC UIs made for a completely different medium under totally different constraints. VR is a spatial medium by nature, and it simulates the real physical world. In VR, the world IS the interface. You don't need to conceptualize the UI as a separate thing at all. There are only interaction mechanics. You are designing for a mind, not for a rectangle.

To really hammer this home, I recommend studying the following titles:

u/Mydrax · 118 pointsr/learnprogramming

Well, this is usually because C++ is not really a beginner friendly language. You need to understand the architecture/fundamentals of a computer system at times to understand certain concepts and are often difficult to understand ex: pointers, dynamic memory allocation etc. and with C++ you never finish learning!

Yes, you are very correct about understanding basics before doing actual game-based programming, C++ Primer is pretty old but it's definitely a golden book alongside it though for someone like you I will suggest some of the books I read a couple years back and some that I believe are better for beginners:

Accelerated C++: Practical Programming by Example

Programming: Principles and Practice Using C++

The C++ Programming Language, 4th Edition- Very big book, read this after you've read the rest.

And a book that I've heard is pretty good for game development with c++: https://www.amazon.com/Mastering-Game-Development-professional-realistic/dp/1788629221

u/ion-tom · 2 pointsr/MetaSim

Hey! Awesome and welcome! So you are most interested in 3D modeling? Are you more interested in environment/terrain or character modeling?

We definitely need to figure out how best to start incorporating models and having them scale appropriately. We also need to start on LOD/frustum calls between the terrain reference engine and the Renderer's three.js basic geometries.

I bought 3D Engine Design for Virtual Globes, it's a pretty good book though I haven't had chance to implement any yet. I've been too busy project managing and working on the bootstrap theme for the site (plus my day job getting hectic).

Anyway, this project is all about you deciding what to do. Send me an email at iontom@gmail and I'll introduce you to everybody. We also have this informal g+ page since hangouts have proven to be pretty useful. gchat has been easiest way to keep in touch. We also have a private server and can send you details on that!

Cheers!

Which grad schools are you looking at and are you thinking pure CS or something else? I've been considering it myself, but I studied astronomy so I want something that is programming related but not solid CS.

u/Aspel · 1 pointr/gaming

I love the Extra Credits guys. When I was all "well, looks like I won't be a game designer", I thought about maybe becoming a teacher, and using some of the ideas from the gamification episodes. I spend a lot of time thinking about how I'd do things differently, but then again, the problem lies not with the teachers but the syllabi.

Eesh, 26? Haha, well, better late than never. Reinventing yourself is always best. Know that you can always use some programs to straight up make a website (or even game), but don't use them until you feel you have no other option. Or I should say at least try it yourself first. Or even build it in a premade program, then try building the same thing from scratch, maybe.

Also, some freeware programs:

  • Unity 3D is a full design suite for free. There's a full version, but it's still very usable without it. No game ever really needs HDR lighting and ultra reflective watermaps.
  • Blender is a 3D modeling program that also comes with it's own built in game engine (it isn't that great, and the physics don't interact with non-game physics, though). One of my teachers at that shitty school actually wrote the book on Blender. Literally.
  • Got a .edu email address? Don't quote me on this, but I think that's all you need to get a free student trial of Autodesk software. 3D Studio Max, Maya, Mudbox, AutoCad. All stuff used by the pros. UbiSoft uses Max, and Valve uses something from Autodesk, but I can't remember what.
u/mickbeaver · 2 pointsr/vulkan

If someone wanted to ramp up on real-time rendering, I really feel like there are two books out there without parallel:

  • 3D Math Primer for Graphics and Game Development, 2nd Edition - You could probably skip this book if you’ve done any 3D math. If not, it is an enjoyable, conversational read. I’ve admittedly only read the first half, as the second half is devoted to physics.
  • WebGL Programming Guide: Interactive 3D Graphics Programming with WebGL - The best book I’ve found that wasn’t either a conceptual book about computer graphics or a low-level API guide. This book actually shows you how to do real 3D graphics! Transformations, textures, shading, shadows, writing GPU shaders, etc. While it does use JavaScript, it barely uses it. Anyone that knows any modern programming language can follow along. The interesting work is done in the graphics shaders anyway. My only criticism of this book is that they need to write another one! JavaScript and WebGL have gotten even more user friendly since the book was written.

    The last piece of the puzzle for doing rendering is learning how to debug! Each rendering debugger is kind of the same (they get ridiculously detailed on the game consoles, though). Here is an absolutely fantastic presentation about how to debug graphics, called Tightening Up the Graphics: Tools and Techniques for Debugging and Optimization.
u/mistyriver · 2 pointsr/blender

Word to the wise: If you've spent a good deal of time going over tutorials on the net, you're ready to buy a real book. Books you can buy at Amazon are so much more complete and thorough and helpful than the freebie bin of the internet. Remember, however, that this year's selection of books generally deal with blender 2.4x

Tony Mullen is a good author.

u/NotcamelCase · 2 pointsr/gamedev

I've recently bought this book and loved it. It's OpenGL-based and has lots of useful exercises and codes which keep me alive even on advanced theories. I recommend if you are good at math and learn fast by math.

u/BenDeitch · 1 pointr/androiddev

I had your same struggles trying to find a good free source. Eventually I wound up buying this book, and I liked it a lot. If you end up deciding to spend money, this would be a pretty good place to start.

u/Hamstazilla · 2 pointsr/gamedev

I'm currently working though 3D Computer Graphics: A Mathematical Introduction with OpenGL. While I'm far from finishing it, the first couple of chapters are written in a really clean and easy to understand manner.

You do need some linear algebra background however - I doubt that the refresher course provided in the appendix would be sufficient for a total beginner. One way would be to take the concepts described there and expand upon them using the free MIT course online and you should be ready to go in no time. I'd recommend something along those lines over going through the whole Linear Algebra course and get bombarded with topics that (in my experience) won't stick and you probably won't need (at least I haven't found the need for many of them yet).

u/Mojo_Ryzen · 0 pointsr/rhino

Unfortunately it seems like there aren't a lot of good options for books out there. This is the best one I've found - https://www.amazon.com/Algorithms-Aided-Design-Parametric-strategies-Grasshopper/dp/8895315308

I haven't tried ThinkParametric but Lynda.com has some good material on it and you might be able to get free access through your local library or something.

u/PurpleSquare · 2 pointsr/androiddev

I don't know of any free resources that cover that in much detail, but this book does a pretty good job:
https://www.amazon.com/gp/aw/d/1937785343/

u/Idoiocracy · 4 pointsr/TheMakingOfGames

For the definitive book on physically-based rendering, check out Physically Based Rendering, Second Edition: From Theory to Implementation by Matt Pharr and Greg Humphreys. The book's homepage has sample chapters in PDF format, as well as additional purchasing links.

The book received an Academy Award this year, the first time a book has been given the honor.

For a visual demonstration of physically based rendering in a game engine, check out the Metal Gear Solid 5 Fox engine presentation at GDC 2013.

u/[deleted] · 1 pointr/gamedev

if you want to make games, use Unity or UDK or something.

if you want to learn how it works and get a better understanding, you should probably try out OpenGL with c or c++, and read some math books. this one is pretty good for opengl and math: http://www.amazon.com/3D-Computer-Graphics-Mathematical-Introduction/dp/0521821037

u/mwassler · 6 pointsr/webdev

Here is a nice little 3 part series on shaders. Shaders are really where all this is happening.

Its honestly a pretty tough thing to explain in a reddit comment. 3d graphics is one of the deepest rabbit holes in software development. Its one of those times when you really need to know your math. In particular geometry, trigonometry and probably most importantly linear algebra.

EDIT: I'm including this link to a decent book on low level webGL

u/Joldroyd · 1 pointr/animation

Thanks I'll keep looking :) I've been told to read this http://www.amazon.com/Maya-Studio-Projects-Texturing-Lighting/dp/0470903279
But I'd like to read some books (as you said) on actual live action lighting and the principals.

u/LordBytor · 2 pointsr/gamedev

You can start with this book

https://www.amazon.com/dp/1568817118/ref=cm_sw_r_cp_ep_dp_eSBOAbXEQCJQ0

But you have a pretty formidable task in front of you to implement this on your own, good luck..

u/michaelstripe · 3 pointsr/cscareerquestions

Get this book (however you choose to do that), follow it, done.

I mean you can start out just doing a simple raytracer, then add in reflection and refraction, then add in more materials, texturing, different kinds of lights, different kinds of meshes, file loading and saving, distribution effects (like depth of field, anti-aliasing, motion blur, etc.), add in different kinds of lenses, add in a full on material system (that lets you do stuff like bump mapping, boolean modeling, deformation, etc.), make it a path tracer, make it a metropolis light transport renderer, make it faster, make it realtime, etc.

It's so easy to start off with yet there's just so much you can do and it's all pretty modular, check out that book and it'll have everything you'll need for months and months.

u/smithincanton · 2 pointsr/Maya

Stop Staring is an excellent face rigging book.

How to Cheat in Maya is another good one.

Maya Studio Projects Texturing and Lighting is another sold book.

That should get ya started!

u/mrkite77 · 2 pointsr/programming

I love the Graphics Gems series. Each are around 800 pages.

Graphics Gems 1 864 pages

u/88j88 · 2 pointsr/programming

I suggest learning with webgl since you can do it from anywhere in a web browser and hitting refresh is much faster to prototype your code than compiling a C++ program. Check out these tutorials: http://learningwebgl.com/blog/?page_id=1217 and I can recommend this book whcih covers a bit of the math as well: https://www.amazon.com/WebGL-Programming-Guide-Interactive-Graphics/dp/0321902920.

u/echelonIV · 2 pointsr/gamedev

I ordered these for our company library, based on recommendations for/from other programmers (of all levels).

ISBN | Title
---|---
978-1568814247 | Real-time Rendering
0321486811 | Compilers: Principles, Techniques, and Tools (2nd Edition)
1482250926 or 0123742978 | Essential Mathematics for Games and Interactive Applications, Third Edition 3rd Edition
978-1482264616 | GPU Pro 6: Advanced Rendering Techniques
1466560010 | Game Engine Architecture, Second Edition
978-1482243567 | Multithreading for Visual Effects
978-0123750792 | Physically Based Rendering: From Theory To Implementation

u/Leandros99 · 1 pointr/gamedev

You don't buy much academic books, do you? It's in the mid price range, books like pbrt are $90.

u/c0d3M0nk3y · 1 pointr/computergraphics

Hey mate,

Thanks a lot for the feedback... it seems i will give up on the Ray tracing from ground up book... perhaps the author has abandoned it a long time ago

It seems I will go with Physically Based Rendering: From Theory to Implementation

Thanks mate

u/erich666 · 1 pointr/nvidia

We considered it - see the last paragraph of my recent post - but reasons. We've found it more engaging to have something on the cover with a face, we didn't have a nice model or renderer available showing gems properly anyway, and the very first Gems book, Graphics Gems, already did it, as did Gems II, Gems III, Gems IV, and Gems V.

u/otterplay · 1 pointr/AskReddit

You can get only so far with tutorials which are available for Blender on the net. Perhaps, if one has had a lot of experience with other software one could pick it up. For me though, I finally found this book at Powell's. It's a much more comprehensive introduction to the software.

u/ehuss · 1 pointr/Maya

You might like some of the books that are available (such as Intro or Mastering) which are available in ebook/pdf forms. I haven't read them, but from the table of contents they seem to cover most of the basics.

u/donalmacc · 3 pointsr/gamedev

I did some work in this area last year, guerilla games published some slides on their development pipeline for killzone shadowfall, another game that is based on PBR, here it's under lighting of killzone. Another good read is physically based rendering but it focuses on offline rendering rather than real time.

u/JohnKog · 4 pointsr/compsci

Such an article seems rather superfluous when the de facto standard reference for modern raytracers is done with literate programming.

u/RiSC1911 · 1 pointr/starcitizen

One of the Bibles of PBR was first published in 2004, i have a copy of it here at home. It's available on Amazon

I think i saw the first discussions on the NVIDIA Developer site around 2000. Long before use in games and adaption into shaders it was widely used in traditional non realtime render software.

u/NihonNoRyu · 1 pointr/cscareerquestions

You could look at 3d graphics programming, threading or distributed programming.

Or webGL, HTML5,CSS, JS

WebGL Programming Guide

OpenGL Programming Guide

Real-Time Rendering

The Art of Multiprocessor Programming

Beej's Guide to Network Programming