[HN Gopher] The Graphics Codex
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The Graphics Codex
Author : board
Score : 55 points
Date : 2025-01-26 05:36 UTC (17 hours ago)
(HTM) web link (graphicscodex.com)
(TXT) w3m dump (graphicscodex.com)
| danwills wrote:
| I definitely have a big interest in this (It sounds like it'd be
| the more advanced-bits mainly (I've worked in VFX for 23 years))
| but was a bit disheartened to learn that it was a paid service.
|
| I also searched the 'try it for free' version and the word
| 'aliasing' only seemed-to-be-mentioned once!? I would've thought
| that the arch-enemy of computer graphics (at least the raster-
| display kind) might have gotten more of a mention!?
|
| It also seemed odd to not really talk about 'filtering' and (at
| least from a brief investigation) it doesn't seem to really
| concern itself much with pixels at all! Maybe that's why there's
| a section titled "Rendering is Very Hard"?) Edit: I read-on from
| there a bit and this turns out to be about algorithmic complexity
| side of the rendering equation and not that it's hard to talk
| about pixels! fair enough! this document still seems more about
| CG in-the-abstract than the practical to me!
|
| At least 'smootherstep()' got a mention, although what about
| 'smootheststep()'!? (easier to read if u split the words up:
| "smoothest step" example here:
| https://www.shadertoy.com/view/ltSfWV)
| somethingsome wrote:
| I'm writing a book on computer graphics, I would love to have a
| list of in depth topics people are interested in :) let me know
| if you have some requirements
| integricho wrote:
| some really in-depth coverage of debugging and
| troubleshooting tools, e.g. usage of RenderDoc, but not just
| fluffy introductions, but some really deep down guides.
|
| and something similar for performance profiling also!
| somethingsome wrote:
| OK thanks! The book will cover most of the math's in an
| intuitive way but rigorously nonetheless. It aims to build
| the theory from ground up.
|
| I already have a full chapter on aliasing.
|
| The exercices use renderdoc and nvidia tools ;)
| omershapira wrote:
| > a paid service
|
| It's a book you purchase. I've never had a book charge me a
| recurring fee, and this one is no exception.
| dahart wrote:
| This is a book mostly about writing a more modern Monte Carlo
| global illumination path tracing style of renderer, rather
| than, say, a rasterizer. This is why 'antialiasing' is replaced
| with 'sampling' and 'integration'. When you start with Monte-
| Carlo and the assumption that you're multi-sampling, aliasing
| and filtering are generally small problems, not big ones. The
| code provided does loop over pixels. You're right that the book
| doesn't contain a chapter on signal processing, but graphics is
| now far too big a topic to be covered in one book, and it's
| certainly questionable whether one needs to rabbit-hole on
| filtering in a college intro course; Monte-Carlo integration of
| multiple rays over a pixel is okayish at antialiasing &
| filtering, and pretty good for a first renderer. Antialiasing
| and filtering aren't solved problems anyway, especially for
| HDR, so it makes sense to leave that topic for advanced
| courses.
| homarp wrote:
| > paid service
|
| What's new section says:
|
| App Changes Moved web hosted version to
| graphicscodex.com, made access free for everyone.
| thelaxiankey wrote:
| it looks alright -- 10 bucks is not much for a book. but there
| are already many great graphics books out there, and resources
| like inigo quilez's blog are absolutely incredible for the
| burgeoning graphics programmer
| malauxyeux wrote:
| > but there are already many great graphics books out there
|
| Would you mind listing your personal top n books?
| WillAdams wrote:
| Where is the $10 purchase link?
| corysama wrote:
| It used to be on the iOS App Store. But, apparently it is "No
| longer available"?
|
| Anyone know how to buy it today?
| WillAdams wrote:
| Apparently it is now free as noted elsethread.
| mjfl wrote:
| It's a great book!
| WillAdams wrote:
| How does this compare to:
|
| https://projectivegeometricalgebra.org/
|
| My current project requires better solutions for conic sections
| than I have thus far been able to find --- the last time I tried
| solving the problem I was chaining trigonometric triangles and
| got 5 or 7 deep (plus calculating the chord of a circle) and
| performance bogged down --- this was in OpenSCAD, and I think
| before Manifold, so maybe I need to revisit my code in Python in
| (Open)PythonSCAD w/ Manifold enabled.
| dahart wrote:
| It doesn't really compare, very different topics and very
| different content. The Graphics Codex is about rendering, and
| Projective Geometric Algebra is pure geometry presented in a
| subset of Clifford Algebra. I think the only 'conics' covered
| in the Graphics Codex might be sphere-line intersection, and
| calling that conics is a stretch. ;)
|
| Out of curiosity, what kind of conics problem are you trying to
| solve?
| WillAdams wrote:
| I am trying to work out a toolpath problem for tapered ball
| nose tooling on CNC machines as a part of:
|
| https://github.com/WillAdams/gcodepreview
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(page generated 2025-01-26 23:01 UTC)