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.
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#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.
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.