Real-Time Rendering, Third Edition

Category: Graphics & Design
Author: Eric Haines, Naty Hoffman
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by deepaksurti   2018-10-04
Computer Graphics:

[1a, 1b, 1c] Computer Graphics, Principles and Practice Series [2] Physically Based Rendering [3] Real Time Rendering

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[1a] https://www.amazon.com/Computer-Graphics-Principles-James-Fo... [1b] https://www.amazon.com/Computer-Graphics-Principles-Practice... [1c] https://www.amazon.com/Computer-Graphics-Principles-Practice... [2] https://www.amazon.com/Physically-Based-Rendering-Theory-Imp... [3] https://www.amazon.com/Real-Time-Rendering-Third-Tomas-Akeni...

by westoncb   2017-11-05
Part of why it's difficult is that there are a tons of concepts belonging to 'real-time rendering' which three.js is built on top of. These are things like how a 3D scene is projected from a particular viewpoint using a 'camera', how lighting works, the split in vector/raster techniques for representing 3D shapes vs their surfaces, the role of shaders in modern GPU architectures etc. I'd recommend the book 'Real-time Rendering': https://www.amazon.com/Real-Time-Rendering-Third-Tomas-Akeni...

Edit: I'd also add: I wouldn't bother learning much OpenGL/WebGL to begin with (except shader programming in GLSL, since there's no good alternative abstraction for that). If you end up liking working with 3D graphics, go back and learn some about it since it'll help you understand performance concerns better—but meanwhile, knowing it is just an optimization you don't need yet. It's true three.js is built on top of it, but the significant principles you need to use three.js effectively fall under real-time rendering, not OpenGL.