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What to Learn to Be a Graphics Programmer

123 pointsby atan2today at 5:53 PM50 commentsview on HN

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KellyCriteriontoday at 7:04 PM

Today, I would not recommend anybody to go into graphics programming:

I started in 2001, when NVidias first Geforce 1 ("the Gigatexl shadercard") was first announced: The field developed since then with so much speed and innovations, it blows my mind of. Compared to what we could do 25years ago, the tech today is just fu*ing impressive.

Though, with this impressiveness comes a big "but": The space is developing at a speed which is really really scary. Nvidia came up with AI-based effects to influence scene & assets on their own - back then, we wouldnt have even thought about that this will be possible some day in realtime.

I do not know if its possible at all to be a "decent pro" in this field now - let me use other words: "Where is todays Jon Carmack?" - he was famous for squeezing everything out of the hardware, using ideas very hidden in the community etc. - today, there is not any competitive moat for people like him (he actually lives on his legacy), and that is because the field is so vast and evolving so fast that there is no chance to become the next one

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dmarcostoday at 8:27 PM

I created and still maintain A-Frame (aframe.io). It’s been a gentle gateway to learn 3D graphics for a decade. Cool community if I can say so ha ha. Web is a great way to share stuff as you learn, collect feedback and get visibility. Many cases in the community of people that ended up doing 3d graphics professionally.

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ivansavztoday at 7:42 PM

If anyone needs a quick tutorial on linear algebra, you can check out this printabale four pager that I wrote: https://minireference.com/static/tutorials/linear_algebra_in...

I also have some notebooks with SymPy code examples here: https://github.com/minireference/noBSLAnotebooks

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SoleilAbsolutoday at 6:20 PM

Somewhat surprising there is no mention of basic design principles, or understanding the quirks of human perception. My brother was a production artist for some well-known computer games in the '90s-'00s, and continually complained about programmers and managers with zero visual sense, or curiosity about understanding the artists' side.

Graphics aren't my specialty, but as a musician, sound designer and producer, by far the most effective/influential audio DSP coders I'm aware of understand the basics of music, the physics/acoustics of sounds, and the gotchas at the interface between discrete digital processes and how we perceive and interpret stimuli.

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mawadevtoday at 7:27 PM

Feels like we try to turn anything we do into a career or job, especially with the odd ML angle. How about you "do graphics programming" instead of "being a graphics programmer"? Like start doing simple stuff until it clicks and you see it for being logistics to the GPU, then you can layer on top all the crazy concepts. Its like a small mountain you climb and suddenly everything clicks and you think like "oh my"... the possibilities and things to experiment with...

sudo_cowsaytoday at 6:42 PM

I think that Khan Academy has a lot of graphics programmers that you might be interested in seeing. They use processing js. https://www.khanacademy.org/computing/computer-programming/b...

This guy has some good art: https://www.khanacademy.org/profile/kaid_1019042693170894950...

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playorizayatoday at 6:56 PM

1. Familiarity with all GL APIs, but deep focus on 1 or 2.

If you want to work with Windows, probably DirectX.

2. Make awesome shaders. Check this out: https://fragcoord.xyz

I would say being a long-time user of Photoshop and Blender helps a lot. It's not a main tool, but supplemental. Maybe AI will take over some of this though.

Hell, maybe that other stuff too, hahaha!

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psram1986today at 6:59 PM

trigonometry->Coordinate Geometry -> Linear Algebra applied to graphics

Once you have that intuition, the rest is all figuring out the stages of the graphics pipeline and the frameworks like opengl and their constituent data structures.

conartist6today at 6:53 PM

Immutability. Semantics.

jplusequalttoday at 7:26 PM

I'm a graphics programmer.

The most useful resources I've found for graphics are scratchapixel, UC Davis' graphics lectures, songho's articles, and Essential Math for Games and Interactive Applications. I highly recommend you read this last resource front to back. Seriously, its the best freaking math reference for graphics out there.

But knowing theory is not sufficient. You also need to get your hands dirty by writing code: learn how to build a software rasterizer (check out Tiny renderer) and a ray tracer (Ray Tracing in One Weekend series). Preferably in a language like C++. Then move onto APIs. I recommend you learn OpenGL, but if you're okay with being confused as all hell try Vulkan. Or WebGPU if you're a hipster (/s).

Finally, try to build some stuff. A simple engine. A non-trivial technique. A game. Whatever.

Unfortunately, you're unlikely to get hired working as a rendering engineer without having serious connections, or by having adjacent experience in the industry. Doubly so now that everyone is convinced junior engineers are unnecessary.

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