Graphics
Graphics
"3D Math Primer for Graphics and Game Development" by Fletcher Dunn and Ian
Parberry
Before implementing a graphics library, understanding the underlying
mathematics is crucial. This book covers the math needed for 3D graphics
programming, including vectors, matrices, transformations, and projections, which
are fundamental when building a 3D rendering engine.
"Graphics Shaders: Theory and Practice" by Mike Bailey and Steve Cunningham
This book is a good introduction to writing shaders, which are a key part
of modern graphics APIs. It covers both the theory behind shaders and practical
implementation. Understanding how to write shaders is important for creating a
graphics library with programmable pipelines.
While focused on game engines, this book provides insights into how graphics
engines work within the broader scope of a game engine. It covers rendering
systems, low-level optimization, and resource management, which are critical for
building a graphics library.
This book provides a deep dive into 3D game engine design with a focus on real-
time graphics. It walks through the implementation of rendering systems, animation,
and physics, which are useful when developing a graphics library from scratch.
This book focuses on parallel programming with NVIDIA's CUDA. While CUDA is
more about general-purpose GPU programming than graphics, understanding how to
efficiently use the GPU can be very useful for creating high-performance rendering
systems.