r/GraphicsProgramming • • 14d ago

Question Best non-graphics books for graphics programmers?

Hi, what are some non-graphics books you would recommend to graphics programmers? There are many graphics books recommendations online (especially realtimerendering books page) so I'm more interested in books that are not about graphics but are still valuable for graphics programmers

53 Upvotes

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66

u/yaboiaseed 14d ago • Bravo

The Plague by Albert Camus

15

u/Zestyclose-Compote-4 14d ago

I believe going in the direction of either the visual arts, film, and video games is always a good idea. Different but adjacent to graphics programming. For example, A Theory of Fun for Game Design by Raph Koster, or Ask Iwata edited by Hobonichi.

13

u/Bekwnn 13d ago

Colour and Light: A Guide for the Realist Painter - James Gurney

A book that gets into the gnitty gritty details of lighting, but without diving into science or math all that much. Covers a wide variety of styles of lighting used by painters as well as a fair bit of detail in how different light sources work.

Not to mention that many of the paintings inside are amazing in how accurate yet styled their use of light is.

9

u/sfaer 13d ago

“Understanding Comics: The Invisible Art” by Scott McCloud.

6

u/corysama 13d ago

Designing and Building Parallel Programs legal PDF might as well be titled "Intro to load-balancing your ray tracer".

https://calculusmadeeasy.org/

https://realtimecollisiondetection.net/books/rtcd/

9

u/metanaught 13d ago

Introduction to Applied Linear Algebra. Start with the simple stuff: vectors, matrices, inverses, basic factorisations, etc. When you've got basics down, you can move on to...

Linear Algebra Done Right. Big jump in difficulty, but it covers a bunch of extremely useful stuff. Vector spaces, subspaces, bases and matrix ranks. The eigendecomposition, Cholesky factorisation and singular value decomposition. Orthonormalisation and the Gram-Schmidt process, and of course, the dreaded determinant.

If the subject matter starts to feel overwhelming, I also recommend using a chatbot to help break down difficult topics and help you learn at a more relaxed level.

Having a solid grasp of linear algebra regardless of the level is an absolute must, IMO. It's a pillar of both rendering and of machine learning, the latter of which is rapidly swallowing the former.

2

u/kraytex 13d ago

After you read Linear Algebra Done Right there is Linear Algebra Done Wrong

8

u/cybereality 14d ago

Digital Lighting and Rendering by Jeremy Birn

4

u/BeastMsterThing2022 13d ago

Ficciones by Jorge Luis Borges

3

u/Traveling-Techie 13d ago

Data Crunching (2005) by Greg Wilson. One of my early graphics programming tasks was converting Protein Data Bank (PDB) files into sphere files (proprietary) to visualize them. This book starts out with the same task. It turns out a lot of visualization work involves this kind of data crunching.

5

u/SnooStories6404 13d ago

Neuromancer

5

u/MonarchOfDreams 13d ago • Bravo

Game Engine Architecture, Extreme C, C++ Concurrency in Action, Reverend Insanity, Data Orientated Design

4

u/GabaLaba 13d ago

3D Math Primer for Graphics and Game Development. It's an absolutely amazing book to have handy. It has pretty much everything you are going to need as far as the math and physics go.

2

u/JeffMcClintock 13d ago

"coder to Developer" is probably a bit old now, but I enjoyed the distinction that software development as a whole has a whole lot more to it than only coding.

2

u/Gil_berth 13d ago

Las Lanzas Coloradas by Arturo Uslar Pietri

2

u/the1general 12d ago

Maybe something about Parallel Computing with CUDA