I read through the OpenGL SuperBible 4th edition, currently planning to get through the OpenGL SuperBible 5th to beef up my shader knowledge. The books are excellent at explaining the OpenGL API and the fundamentals of graphics programming.
While it's nice to be able to render a sphere, texture it, cell shade it, apply bloom to it, display it's normals, and phong shade it. I would like to do more real world oriented stuff. Like how would I take animation made in 3DSmax or Maya and implement it on OpenGL efficiently? How would I achieve Street Fighter IV or Okami style shader effects? How would I implement facial animation system? How would I implement motion capture?
I know all these topics aren't likely to be covered single book (or even in OpenGL). It's just some of the topics I'm interested in. What I'm searching for is something a more advanced so I can continue building my graphics programming skills.
What's are some good appplied OpenGL books?
you might be interested in viewing the video tutorials that i posted on my site.
i basically show how to create a game engine using openGL
i basically show how to create a game engine using openGL
you might be interested in viewing the video tutorials that i posted on my site.
i basically show how to create a game engine using openGL
How would I access those free? I really can't pay
I read through the OpenGL SuperBible 4th edition, currently planning to get through the OpenGL SuperBible 5th to beef up my shader knowledge. The books are excellent at explaining the OpenGL API and the fundamentals of graphics programming.
While it's nice to be able to render a sphere, texture it, cell shade it, apply bloom to it, display it's normals, and phong shade it. I would like to do more real world oriented stuff. Like how would I take animation made in 3DSmax or Maya and implement it on OpenGL efficiently? How would I achieve Street Fighter IV or Okami style shader effects? How would I implement facial animation system? How would I implement motion capture?
I know all these topics aren't likely to be covered single book (or even in OpenGL). It's just some of the topics I'm interested in. What I'm searching for is something a more advanced so I can continue building my graphics programming skills.
Learning the API is one thing, learning the items you mention is generally something different and not normally part of the api or books about the api as you kinda guessed. Probably one of the most comprehensive books to start with would be[font="verdana, arial, helvetica, sans-serif"]: Real-Time Rendering by Moller/Haines. It is a bit terse and meant more as a reference book than a learning book but it can get you started on an area of interest, specific terms to search for etc to find other books.[/font]
[font="verdana, arial, helvetica, sans-serif"]
[/font]
[font="verdana, arial, helvetica, sans-serif"]Given the mentioned items I'll make a couple suggestions. For animation this has two separate sides, one is the export from the tool (you can't simply read in a Max/Maya file for the most part, so you need an exporter) for which I suggest Maya and the books: Complete Maya Programming - Volume 1+2. (This is a preference, 3DS Max is what we use at my current job, it works fine, I just used to do all the exporters and animation systems for a prior job using Maya.) An other way to approach it is to look into FBX and/or Collada as intermediate formats and then just write a translator between that and your game requirements. Actually performing the animation itself on the engine side, I don't have any particularly good book suggestions, the Real-Time Rendering book is all I remember for reference material since I really don't remember when/where I learned how to do the actual math for the underlying systems involved. (Yeah, I've been doing this since even before Voodoo cards, so I learned the hard way.)[/font]
[font="verdana, arial, helvetica, sans-serif"]
[/font]
[font="verdana, arial, helvetica, sans-serif"]I won't go into detail on the shaders, just do an Amazon search for that and you'll find dozen's of books on the subject, I'll just say that the Shader X series usually seemed to focus more on actual effects while others traversed into what I'm about to mention. I would suggest moving back a step though and starting with a more practical approach in terms of getting your foundation solid before getting into specifics. Being able to do effects and all that is a good starting point but managing a 3D engine in the context of a game is considerably more complicated. As such, I suggest a more fundamental starting point so you have a good foundation before simply writing a graphics engine. I'd suggest something along the lines of: Game Engine Architecture as a fundamental starting point, just read through it so you have a better understanding of how a graphics engine needs to work within the context of other game systems.[/font]
[font="verdana, arial, helvetica, sans-serif"]
[/font]
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement