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by deepaksurti·7y ago·view on hn ↗
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...

2 comments
I acquired Pbrt in order to learn the basics of computer graphics rendering in a practical way. However, I struggle even with the most basic things (math mostly).

Do you happen to know of any resource that provides a good mathematical foundation directed at computer graphics?

Any resources you'd recommend for learning about 3D volumetric rendering via voxels (not polygons)?
NVIDIA has some good papers on Sparse Voxel Oct-trees (GPU backed of course). Typically voxel rendering is done via raytracing.
Thanks!

Do you have any opinion of voxel cone tracing vs raytracing?