#Resources for general 3D graphics concepts, programming, and math. For beginners.

56 messages · Page 1 of 1 (latest)

hazy ibex
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Been looking to expand my knowledge in this field and try to apply them to my own engine.

minor thorn
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What does "beginner" mean here

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There are a lot of different gradations of beginner

hazy ibex
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Person who has very little knowledge about it.

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Basically, I want to learn how to implement the concepts in code.

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Like raytracing, physically based rendering, shadows, reflections, etc.

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but have no idea behind the theory of said things

minor thorn
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I'm confused since you've got a Vulkan flair and have posted project pics here before, doesn't seem very beginner-y to me

dapper mountain
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The pbrt book has theory and code

minor thorn
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But scratchapixel will get you up and running with raytracing very quickly, or you can write a software rasterizer (not sure what resources there are for that, I learnt it in school)

dapper mountain
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The real time rendering book has theory and not as much code

minor thorn
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And then yeah for the more practical, cutting-edge techniques there's PBRT and other real-time rendering materials, GDC talks, etc

dapper mountain
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lots of blogs too, but I don't save the ones I read 🐸

hazy ibex
minor thorn
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learnopengl has overviews of things like PBR, shadowmapping, HDR, etc.

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I don't think it has one on reflections yet

hazy ibex
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Like how do you make a scene look like this instead of this

dapper mountain
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it has a bit on environment mapping and specular ibl

hazy ibex
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in terms of lighting

dapper mountain
minor thorn
hazy ibex
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or whatever stuff is behind it

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not the models

minor thorn
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Without the models it would probably look similar to yours lol

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Just with some shadowmapping

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I guess PBR too

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But really most of the appearance of good-looking games is in the art

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Not the technology

dapper mountain
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and GI

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and a long post processing pipeline

minor thorn
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I don't see much in that witcher picture that screams GI

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But yeah post processing for sure, color grading, etc.

dapper mountain
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well that pic specifically doesn't benefit much from gi

minor thorn
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My point is just that without all the fancy art it would look crappy too, so just don't expect instant results from improving your algorithms

dapper mountain
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ye

hazy ibex
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i just wanna know how they did it

dapper mountain
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you can just download good assets :^)

minor thorn
dapper mountain
dapper mountain
hazy ibex
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like how did they map the shadows, or have the skybox, or make it look like there is actual light

hazy ibex
dapper mountain
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the second book I recommended is rather comprehensive

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learnopengl also covers the basics of many of these techniques

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you can also Google some of these effects if you know their names

hazy ibex
minor thorn
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Yes although if you really know nothing about basic real time rendering stuff I would start with LOGL

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PBR is much more in-depth and is also more oriented towards offline rendering

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The concepts transfer to real-time rendering to some extent but not trivially

dapper mountain
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Pbrt is mainly focused on offline ray tracing

turbid wyvern
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"For beginner"
okey
If this is just beginner stuff then my knowledge and ability might aswell just be 0

dapper mountain
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oh shid this is not beginner stuff at all 😄

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learnopengl is actual beginner tier

turbid wyvern
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What I think is beginners:
Blinn phong lighting
What everyone here thinks is beginners:
abandoning rasterization and raytracing the entire universe using crazy optimizations to get it to run on an RX 590