I've written my own post processes, done deferred rendering, architecture, implemented shadow maps, and I've done graphics professionally on the 360, PS3, and the WiiU. I have experience programming, is what I'm trying to say.
I say this so that you guys understand this; You guys make me feel like an idiot toddler. Regularly.
I've read insightful conversations from people like MJP and Hodgman, and I realize I have a lot to do still.
Don't worry, I feel exactly the same way a lot of the time. If you ever stop feeling that way, then you've stopped learning new topics, which is bad
You can also check out "Mathematics for 3D Game Programming and Computer Graphics, Third Edition" or "3D Math Premier for Graphics and Game Development" if want
Thanks, I love getting suggestions from threads like this too, because honestly my math fundamentals are also a bit weak.
One of my favourite sites for finding new research papers is Ke-Sen Huang's Home Page
I have Physically Based Rendering, but I haven't got around to reading much of it (I always tend to order about 4 text books at a time and skim between them). From the bit that I have read, it was very easy to understand and took its time explaining everything. It's written in the "Literate Programming" style, which I'd never heard of before, where the books text and source code are the same thing. They generate the renderer's source code, and the book's LaTeX markup by "compiling" their source prose, which means every single line of their source code is explained in the book.
Lately I've been reading the "Shader X" and "GPU Pro" books, which are basically curated research papers, with more in-depth explanations. Much of their contents isn't really applicable to my work, but is great food for thought nonetheless. Many of the chapters explain actual rendering techniques used by shipping games.
Edited by Hodgman, 16 February 2013 - 09:04 PM.