About this Book

Table of Contents

Why Read This Book?
What You Need
Organization of This Book
Conventions used in This Book

Three dimensional graphics hardware is fast becoming, not merely a staple of computer systems, but an indispensable component. Many operating systems directly use and even require some degree of 3D rendering hardware. Even in the increasingly important mobile computing space, 3D graphics hardware is a standard feature of all but the lowest power devices.

Understanding how to make the most of that hardware is a difficult challenge, particularly for someone new to graphics and rendering.

Why Read This Book?

There are many physical books for teaching graphics. There are many more online repositories of knowledge, in the form of wikis, blogs, tutorials, and forums. So what does this book offer that others do not?

Programmability. Virtually all of the aforementioned sources instruct beginners using something called fixed functionality. This represents configurations in older graphics processors that define how a particular rendering operation will proceed. It is generally considered easiest to teach neophyte graphics programmers using the fixed function pipeline.

This is considered true because it is easy to get something to happen with fixed functionality. It's simpler to make pictures that look like something real. The fixed function pipeline is like training wheels for a bicycle.

There are downsides to this approach. First, much of what is learned with this approach must be inevitably abandoned when the user encounters a graphics problem that must be solved with programmability. Programmability wipes out almost all of the fixed function pipeline, so the knowledge does not easily transfer.

A more insidious problem is that the fixed function pipeline can give the illusion of knowledge. A user can think they understand what they are doing, but they're really just copy-and-pasting code around. Programming thus becomes akin to magical rituals: you put certain bits of code before other bits, and everything seems to work.

This makes debugging nightmarish. Because the user never really understood what the code does, the user is unable to diagnose what a particular problem could possibly mean. And without that ability, debugging becomes a series of random guesses as to what the problem is.

By contrast, you cannot use a programmable system successfully without first understanding it. Confronting programmable graphics hardware means confronting issues that fixed function materials often gloss over. This may mean a slower start overall, but when you finally get to the end, you truly know how everything works.

Another problem is that, even if you truly understand the fixed function pipeline, it limits how you think about solving problems. Because of its inflexibility, it focuses your mind along certain problem solving possibilities and away from others. It encourages you to think of textures as pictures; vertex data as texture coordinates, colors, or positions; and the like. By its very nature, it limits creativity and problem solving.

Lastly, even on mobile systems, fixed functionality is generally not available in the graphics hardware. Programmability is the order of the day for most graphics hardware, and this will only become more true in the future.

What this book offers is beginner-level instruction on what many consider to be an advanced concept. It teaches programmable rendering for beginning graphics programmers, from the ground up.

This book also covers some important material that is often neglected or otherwise relegated to advanced concepts. These concepts are not truly advanced, but they are often ignored by most introductory material because they do not work with the fixed function pipeline.

This book is first and foremost about learning how to be a graphics programmer. Therefore, whenever it is possible and practical, this book will present material in a way that encourages the reader to examine what graphics hardware can do in new and interesting ways. A good graphics programmer sees the graphics hardware as a set of tools to fulfill their needs, and this book tries to encourage this kind of thinking.

One thing this book is not, however, is a book on graphics APIs. While it does use OpenGL and out of necessity teach rendering concepts in terms of OpenGL, it is not truly a book that is about OpenGL. It is not the purpose of this book to teach you all of the ins and outs of the OpenGL API.There will be parts of OpenGL functionality that are not dealt with because they are not relevant to any of the lessons that this book teaches. If you already know graphics and are in need of a book that teaches modern OpenGL programming, this is not it. It may be useful to you in that capacity, but that is not this book's main thrust.

This book is intended to teach you how to be a graphics programmer. It is not aimed at any particular graphics field; it is designed to cover most of the basics of 3D rendering. So if you want to be a game developer, a CAD program designer, do some computer visualization, or any number of things, this book can still be an asset for you.

This does not mean that it covers everything there is about 3D graphics. Hardly. It tries to provide a sound foundation for your further exploration in whatever field of 3D graphics you are interested in.

One topic this book does not cover in depth is optimization. The reason for this is simply that serious optimization is an advanced topic. Optimizations can often be platform-specific, different for different kinds of hardware. They can also be API-specific, as some APIs have different optimization needs. Optimizations may be mentioned here and there, but it is simply too complex of a subject for a beginning graphics programmer. There is a chapter in the appendix covering optimization opportunities, but it only provides a fairly high-level look.