I really think the key thing for it clicking with me was to build up the math foundation via TDD. Sure I could have used C#'s Matrix4x4 and Vector classes and just browsed through the beginning of the book, but actually implementing my own tuples, vectors, points, and matrixes really helped me understand "here's what I'm trying to achieve" then "here's the math to implement it".
I've since moved on to the pbr book[0] and finding myself getting much more lost in the math. I'm doing my best to brush up and/or learn all of it, but it's a bit daunting.
It's really telling how reassuring the tests are in the RTC. Right now I can re-implement something from the pbr-book, but I can't really say if I got it right other than by doing a render (and even then, it can be hard to tell).
My plan is to at least go through and write my own tests by doing the math by hand and trying to verify my implementations.
I really wish there were some intermediary book between the two.
Funnily enough, I own PBR too (it's in my reading queue), and, having skimmed through it, it seems math heavy. I think I'll leave it for last. My current queue is:
- RTC (for fun),
- 3d Math primer for Graphics and Game Dev by Dunn (to solidify the math part)
- Foundations of Game Engine Dev - Mathematics, by Lengyel (because when it comes to math, overkill is underrated)
- CGPP (to get the basics down)
... not sure about the order for my other books, but then...
- OpenGL SuperBible (second time around, sadly)
- Real-Time Rendering
- PBR
For the math books, I was thinking to do the same thing as you: do the math by hand, and then translate them into tests.
I tried using the SuperBible in order to learn OpenGL a few years back, but it always seems to be a bit too dense for my taste. Since OpenGL itself is an API specification and usually you would learn the basics of 3D graphics before delving into it, I recommend using the fantastic Learn OpenGL site (https://learnopengl.com). It goes through the basics of OpenGL from ground-up and touches on more advanced techniques, such as shadow mapping and deferred shading. It is a fantastic site and a great resource for learning the API.
A helpful resource for me, personally, was the educational ray tracer "Nori" [2], which came with 5 assignments covering fundamentals of a ray-tracing system (intersection acceleration, Monte Carlo sampling, basic and advanced integrators, BRDFs, even microfacet material models). Assignments gave hints on how to integrate those features in the ray tracer, plus they provided ways to validate ray-traced results. Currently, the assignments are removed from the Nori's website, but one can find them using the Wayback Machine.
[1] "Ray Tracing from the Ground Up", by Kevin Suffern, September 2007, http://www.raytracegroundup.com/
[2] Nori: an educational ray tracer, Dr. Wenzel Jakob, https://wjakob.github.io/nori/# (using Wayback machine to access assignments https://web.archive.org/web/20200110040505/https://wjakob.gi...)
I'm currently at chapter 9 of The Ray Tracer Challenge and I have to say it's a wonderful book and the stellar reviews are well deserved.
It handholds you all the way and that is such a breath of fresh air for someone like me, who's not a math guy, nor do I instantly 'get' modern graphics APIs, since there is a lot of prerequisite knowledge encoded in those APIs.
I also like to understand things from first principles and it helps when those principles are explained in a straightforward, even somewhat humorous way and I get to see results right away.
Learning practical things would be so much easier if the other books on my shelf had the same approach.
It's already in the top 3 of my favorite books, along with Nature of Code.