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Re:Ray Tracing Essentials, Part 1: Basics of Ray Tracing by optymizer on Tuesday February 18, 2020 @01:44AM (#22353983)
I wholeheartedly agree with you. The tests do help a lot.

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.

Re:Ray Tracing Essentials, Part 1: Basics of Ray Tracing by fesoliveira on Tuesday February 18, 2020 @07:36AM (#22355490)
> - OpenGL SuperBible (second time around, sadly)

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.

Re:Ray Tracing Essentials, Part 1: Basics of Ray Tracing by optymizer on Tuesday February 18, 2020 @11:37PM (#22363071)
Thanks for the advice, I'll give it a try!