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starmole | 2 years ago

I find this very interesting. I have been toying around how I would design a graphics 101 course myself. Should it start with putpixel style sdl code like we did in the 90s? Or start with shadertoy? Of course basic matrix math is always important. But how to teach rasterizing a triangle? Can we skip to homogenous coordinates and quad trees without going through scan lines? Should we really teach Phong shading or can we move straight to BRDFs? Some parts might be teaching "old hacks" instead of relevant skills. Statistics and sampling are way more important today. I believe graphics is getting more "mathy" every year. So learn math, teach math.

discuss

order

corysama|2 years ago

I started with putting pixels in MCGA to CPU rasterize phong shaded triangles, and I don’t recommend it.

Instead, I’d recommend

https://learnopengl.com/ https://raytracing.github.io/books/RayTracingInOneWeekend.ht... https://fgiesen.wordpress.com/2011/07/09/a-trip-through-the-... https://foundationsofgameenginedev.com/ https://youtu.be/j-A0mwsJRmk

Though, if you really do want to put pixels, this is how you should do it: https://gist.github.com/CoryBloyd/6725bb78323bb1157ff8d4175d...