#Resources for general 3D graphics concepts, programming, and math. For beginners.
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Person who has very little knowledge about it.
Basically, I want to learn how to implement the concepts in code.
Like raytracing, physically based rendering, shadows, reflections, etc.
but have no idea behind the theory of said things
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
The pbrt book has theory and code
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)
The real time rendering book has theory and not as much code
And then yeah for the more practical, cutting-edge techniques there's PBRT and other real-time rendering materials, GDC talks, etc
lots of blogs too, but I don't save the ones I read 🐸
Yes, I have the Vulkan and deccer cubes approved role, I have posted in #showcase before as well. I may not be a beginner in Vulkan, but I am a beginner in the stuff outside of it related more to rendering techniques.
learnopengl has overviews of things like PBR, shadowmapping, HDR, etc.
I don't think it has one on reflections yet
Like how do you make a scene look like this instead of this
it has a bit on environment mapping and specular ibl
in terms of lighting
step 1: pay lots for graphics programmers
Tbh that's 99% just art
Without the models it would probably look similar to yours lol
Just with some shadowmapping
I guess PBR too
But really most of the appearance of good-looking games is in the art
Not the technology
I don't see much in that witcher picture that screams GI
But yeah post processing for sure, color grading, etc.
well that pic specifically doesn't benefit much from gi
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
ye
i just wanna know how they did it
you can just download good assets :^)
did what
lots of rendering techniques combined (as I'm sure you know lol)
The bottom pic 
like how did they map the shadows, or have the skybox, or make it look like there is actual light
i just wanna learn what the rendering techniques are and how they work
the second book I recommended is rather comprehensive
learnopengl also covers the basics of many of these techniques
you can also Google some of these effects if you know their names
is it this book? https://www.pbr-book.org/3ed-2018/contents
Yes although if you really know nothing about basic real time rendering stuff I would start with LOGL
PBR is much more in-depth and is also more oriented towards offline rendering
The concepts transfer to real-time rendering to some extent but not trivially
I was mainly referring to this one
https://www.realtimerendering.com/
Pbrt is mainly focused on offline ray tracing
"For beginner"

If this is just beginner stuff then my knowledge and ability might aswell just be 0
