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Awesome job so far everyone! Please give us your feedback on how our article efforts are going. We still need more finished articles for our May contest theme: Remake the Classics

#Actualmv348

Posted 03 October 2012 - 12:08 PM

So I've been trying to learn my way around the most popular, modern techniques for game-graphics / realtime-rendering. I considered myself pretty knowledgeable at OpenGL back when immediate mode was still popular, but after returning to OpenGL recently, I've had to learn a lot of new concepts.

I've learned about and implemented:
Shaders
Principles of VBOs and their interaction with Shaders
GPU Skinning.
Programming Lighting Calculations in Shaders
Shadow Maps and Cascaded Shadow Maps.

It seems that deferred shading/shadows are now the method of choice so I feel it is in my best interest to build a graphics pipeline using this system.

My two dilemmas are:

1. Does it make sense for me to pursue a deferred rendering system at this point (given my experience, etc.)
2. Should I continue learning from scattered papers and tutorials on the web or should I purchase a comprehensive textbook on modern OpenGL techniques?

In either case, I am finding it surprisingly difficult to find both textbooks and online articles that explain deferred shading and shadows in detail.

Advice, or suggested reading would be appreciated.

#1mv348

Posted 03 October 2012 - 12:07 PM

So I've been trying to learn my way around the most popular, modern techniques for game-graphics / realtime-rendering. I considered myself pretty knowledgeable at OpenGL back when immediate mode was still popular, but after returning to OpenGL recently, I've had to learn a lot of new concepts.

I've learned about and implemented:
Principles of VBOs and their interaction with Shaders
GPU Skinning.
Programming Lighting Calculations in Shaders
Shadow Maps and Cascaded Shadow Maps.

It seems that deferred shading/shadows are now the method of choice so I feel it is in my best interest to build a graphics pipeline using this system.

My two dilemmas are:

1. Does it make sense for me to pursue a deferred rendering system at this point (given my experience, etc.)
2. Should I continue learning from scattered papers and tutorials on the web or should I purchase a comprehensive textbook on modern OpenGL techniques?

In either case, I am finding it surprisingly difficult to find both textbooks and online articles that explain deferred shading and shadows in detail.

Advice, or suggested reading would be appreciated.

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