Ask HN: What are the best books on modern computer graphics?
I would not advise anyone to try to get into computer graphics directly with the Vulkan or DX12 APIs. Start with DX11, modern OpenGL and&#x2F;or WebGL, and work through your computer graphics theory (and a lot of practice) using those. Geometry, illumination, shaders, tools and GPU computation will take a lot of time to master. When you decide you want to go into low level APIs, if you are comfortable with Apple systems, Metal will likely be easier than Vulkan&#x2F;DX12.<p>A lot of the theory from classic books is still valid, so even a copy of Computer Graphics: Principles and Practice will look fine on your desk. &quot;Real Time Rendering&quot; by Moller&#x2F;Haines and &quot;Physically Based Rendering&quot; by Pharr are excellent. &quot;Game Engine Architecture&quot; by Gregory and &quot;Mathematics for 3D Game Programming and Computer Graphics&quot; by Lengyel will probably prove very useful and relevant to you as well.<p>Online resources, the free <a href="https:&#x2F;&#x2F;learnopengl.com&#x2F;" rel="nofollow">https:&#x2F;&#x2F;learnopengl.com&#x2F;</a> and the $10 <a href="http:&#x2F;&#x2F;graphicscodex.com&#x2F;" rel="nofollow">http:&#x2F;&#x2F;graphicscodex.com&#x2F;</a> are both fantastic. Make sure to read <a href="https:&#x2F;&#x2F;fgiesen.wordpress.com&#x2F;2011&#x2F;07&#x2F;09&#x2F;a-trip-through-the-graphics-pipeline-2011-index&#x2F;" rel="nofollow">https:&#x2F;&#x2F;fgiesen.wordpress.com&#x2F;2011&#x2F;07&#x2F;09&#x2F;a-trip-through-the-...</a>, and also study the techniques used for the craziest entries in <a href="https:&#x2F;&#x2F;www.shadertoy.com&#x2F;" rel="nofollow">https:&#x2F;&#x2F;www.shadertoy.com&#x2F;</a><p>And then, lots and lots of papers and presentations from the past 5 or 10 years of Game Developers Cconference and Siggraph.