Best rendering & ray tracing books according to Reddit

Reddit mentions of OpenGL Superbible: Comprehensive Tutorial and Reference (7th Edition)

Sentiment score: 7
Reddit mentions: 8

We found 8 Reddit mentions of OpenGL Superbible: Comprehensive Tutorial and Reference (7th Edition). Here are the top ones.

OpenGL Superbible: Comprehensive Tutorial and Reference (7th Edition) #2
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  • Pearson Addison Wesley Prof
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Length7.05 Inches
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Found 8 comments on OpenGL Superbible: Comprehensive Tutorial and Reference (7th Edition):

u/vblanco · 11 pointsr/gamedev

Dont listen to the people that comment about not making your engine. Making one is a great learning excersise and highly recomended to become a better developer.

I recomend you make sure your C++ is on point, and check this books:

  • Game Engine Architecture Link : Overview of more or less anything about how a entire game engine works. Written by a lead at Naughty Dog and highly educational.
  • Opengl Superbible Link : The best way to learn OpenGL (a graphics API). You can follow this book to learn how to draw stuff in 3d.
  • Real Time Rendering Link : Amazing book about GPU graphics. Its API agnostic, and very in-depth. Explains techniques and effects.

    If you dont want to do the 3d route, you can just do 2d games using the libraries SFML or SDL. SFML is easier to use, for C++, while SDL is a lot more C oriented and runs literally anywhere (including things like nintendo DS or PS4). With those you can try to make some simple games like Snake, which is a great learning project.

    If you are inexperienced, try to avoid OOP designs (do not use inheritance). It will just make things more complicated than they should.
u/Jephir · 10 pointsr/gamedev

Seconded, Game Engine Architecture is the best book for an overall view on engine development. I've also found these books useful for implementing engine subsystems:

u/yanalex981 · 4 pointsr/computerscience

I taught myself bits in high school with "C++ for Everyone". Despite its rating, I thought it was good 'cause it has exercises, and I did a lot of them. Works really well for laying foundations. I didn't go through the whole book though, and knowing the language is only part of the battle. You need to know about algorithms and data structures as well. For graphics, trees seem really useful (Binary space partitioning, quadtrees, octrees etc).

After university started, I read parts of "C++ Primer", which was when the language really started making sense to me. You'll get more than enough time to learn the required amount of C++ by next fall, but CG is heavy in math and algorithms. If your CS minor didn't go over them (much), my old algorithms prof wrote a free book specifically for that course.

For using OpenGL, I skimmed the first parts of "OpenGL SuperBible". For general graphics, I've heard good things about "Mathematics for 3D Game Programming and Computer Graphics", and "Real-Time Rendering".

Careful with C++. It may deceptively look like Java, but honestly, trying to write good idiomatic C++ after years of Java took a major paradigm shift

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/spaghettu · 3 pointsr/gamedev

If you're planning on pursuing this as a career, there are tons of incredible opportunities for people experienced with lower-level 3D APIs. Making your own engine serves as a fantastic learning experience, and would be a huge investment in your future.

Below are some of my favorite books/resources right now that may help you along the way. These might not be immediately useful to you right now, depending on where you're at, but together they have more than enough knowledge for you to go far in 3D Computer Graphics.

  • Game Engine Architecture touches at least a little on all of the knowledge necessary to build a bare-bones 3D engine. It goes over the components of modern 3D engines, and how they work. It even has introductory Linear Algebra and Object-Oriented programming concepts. I think this book is pretty approachable for beginners.
  • The OpenGL SuperBible offers great insight and examples on using OpenGL optimally. Depending on when you start, however, you may want to consider a Vulkan book instead. I think this book is the best way to learn OpenGL as a beginner. There are plenty of free tutorials online on websites like learnopengl.com and open.gl as well.
  • Real-Time Rendering is a fantastic book that dives deep into different algorithms and techniques for modern 3D rendering. It's pretty advanced, but it's a very well-known book and exposes very valuable information on complicated effects found in modern 3D engines.
u/PM_ME_YOUR_PIXELART · 3 pointsr/cscareerquestions

Thank you for the really insightful post!

I was thinking of taking GLFW and start doing projects with it since it seems to have a lot of support behind it (and also has gamepad capability, so games would be really fun), I'm also really tempted to buy the OpenGL Super Bible, I really like to understand things from scratch, do you think that book is a good place to learn alongside? As of Linear Algebra, I found this channel (from teachyourselfcs.com that seems to cover it pretty well, I'm planning to get the book he recommends as well).

I know that Vulkan is the future but I've heard/read a lot about how dificult it is right now to implement things, write a lot of code to get small results, is that true? I plan on learning D3D in the future as well, but since openGL has a lot more tutorials (that i've found) I'd like to start with it.

I have almost 3 years until I graduate, my university is not very good in some areas like graphics programming as i'd like to, that's why I came to reddit for help, I felt kind of lost when they only had a book on 3D Graphics that was from 2003 or something like that in the library.

Currently for C++ I'm taking a few courses on LinkedinLearning and reading C++ Primer

As of Game Engine programming as i've mentioned, Game Engine Architecture by Jason Gregory seems pretty awesome, but I don't have the money to buy that one right now, so i'm staying with the most important ones first.

I went through a lot of websites and found some really cool resources, I want to leave it here so that people with the same interests can take a look at them:

  1. https://wickedengine.net/ (Wicked Engine is an open source engine, but the dev has an amazing blog that explains a lot of stuff in detail)
  2. https://thebookofshaders.com/ (The book of shaders, I really want to learn shaders in the future as I learn openGL and found a lot of people recommending it online)
  3. http://graphicscodex.com/projects/projects/ (This guy has an amazing engine that has ray tracing, it's open source and has some tutorials using the engine, it's a little weird the way you download it/get it to work, but if you're used to the tools he provides it might be a great learning resource)
  4. http://www.pbr-book.org/ This is the PBR Book completely free, you can buy it on amazon to support the authors or read it online for free,

    If you have any more resources that could help me I'd be really thankful!

    I'm sorry for the long post, I hope you can read it and relieve some of my doughts since you're the first person that answered that seems to have a lot of insight of 3d programming, could you tell me if i'm going on the right direction?
u/cowChewing · 1 pointr/india

then you can go with this online tutorial

or get a book 1

2

go with online tutorial then as you get comfortable go with the contents of book.