Michael Abrash's Graphics Programming Black Book
by Michael Abrash
Publisher: Coriolis Group Books 2001
Number of pages: 1342
This is a collection of the author's previous books on assembly language and graphics programming, as well as past columns for Dr. Dobb's magazine. Though much of the book is out-of-date by now, the reader can see some of the author's tendencies: -a reliance on profiling in order to test code, and creative thinking to improve performance wherever possible. The last few chapters explore the technology behind the popular Doom and Quake 3-D games by id Corporation. Optimized solutions to 3-D graphics problems from texture mapping, hidden surface removal, and Binary Space Partitioning trees are explained. This book is clearly targeted at game developers and serious assembly language programmers.
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by Jason L. McKesson
This book teaches beginner-level programmable rendering for graphics programmers, from the ground up. The author also covers some important material that is often neglected or otherwise relegated to more 'advanced' concepts.
by Randima Fernando, Mark J. Kilgard - Addison-Wesley
Cg is a complete programming environment for the fast creation of special effects and real-time experiences on multiple platforms. This book is the definitive introduction to Cg, and will be essential for anyone programming real-time graphics.
This book is a series of tutorials to help new users learn Blender. The tutorials increase in difficulty, and later tutorials build on the lessons in previous ones. Therefore, Blender beginners should follow the tutorials in sequence.
by Toby Schachman - pixelshaders.com
This book is intended to bring the wonder and joy of graphics processor programming to a wider audience. It is targeted at artists who want to integrate computer graphics into their work, and traditional programmers who want to try a different way.