Are you looking for collection of best 3 d rendering books ?
This page is just for you.
Our review process:
We looked at several aspects when choosing the best books, from objective measures such as physical dimensions and design to subjective considerations of look and feel. Though we have a variety of recommendations across various styles, all of our picks satisfy criteria that suit most people, thereby reducing the confusion of choice.
While you may find a book for any aesthetic preference, we looked for books that had simple, elegant designs - ones that would appeal to most people - rather than models that adhered to specific aesthetic choices.
Note: It doesn't mean that the books that aren't mentioned here are bad. We picked these because these will help most of the people. If you have very specific preferences, we suggest you consider one of the below-mentioned products as a starting point before finalizing your pick.
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This book does a great job in two or three areas that are left untouched in most books on blender. The easy to follow step by step progression through the projects is worth every penny. The projects look fun and the instructions are easy to follow. This book covers a ton of different topics and gives a holistic view of the potential that is Blender.
Why We Like This:
Great resource for beginners and dives into some more advanced topics as well
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The gabriel gambetta 3 d rendering book is long-lasting, rigid and fits well with your daily purpose like a dream. The entire explanation of perspective projection happens in 7 amply-illustrated pages and the important part is less than a page. It works well because the nature of drawing things on screen definitely leads to playing around anyway. If you want to jump in and learn about computer graphics or get an understanding of how ray tracing works, this is a good choice.
Why We Like This:
Excellent book for building a solid foundation in graphics programming
Empowers the curious reader to understand how to go from putpixel to 3d rendering
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This book is pure gold for a graphics or engine programmer. The "recipe" approach to explaining concepts is quick and relatively easy to understand giving the reader the ability to consult any recipe without having to read the book in its entirety.
The books clock in a 670 pages, with a dozen of chapters that are each quite useful and self contained. It is a great book to learn more about vulkan and opengl. This book does not really focus on Vulkan or OpenGL but does a little bit of both without fully committing to either.
Why We Like This:
Parallel implementations of many examples in opengl&vulkan are quite handy
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Next on the list, we've got yet another book that manages to win our hearts. It's the varcholik 3 d rendering book and it's widely considered as book that has the most suitable features. There are many books already in this area, but this book is quite capable in the general training of core graphic knowledge that will advance people into the world of 3D programming. It is good for persons with a relative low knowledge in mathematics, besides graphic programming is heavily dependant on mathematics and physics. It makes the flow of reading of concepts interrupted by samples.
The book should be a little less formal with its title because it targets new beginners in the world of graphics programming. It is good for a novice course. It still relies on deprecated effect files to do shading whereas individual HLSL shader files are mainly used in the industry. The content is generally good but heavily aimed at beginners. It is great for a novice course.
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If you want nothing but the best reliable book, then belec 3 d rendering book is the one you should definitely consider, as it manages to bring a lot to the table. If you are starting or just want to get a glipse of Blender, this is the right book. It is suitable for an audience with varying skill levels. Every page is replete with well-annotated figures that take you through the process, and it hits a terrific rhythm of explaining the miniscule details of a multi-step process, but also keeping an eye on the broad strokes of projects.
The book focuses on hard surface modeling, and also does a good job touching on when details come out due to modeling details versus materials versus textures. These steps build up quickly, and the finished results for the three major projects all look terrific. The book does a great job of teaching the tools, and then bringing them together to build complex models.
Why We Like This:
Incredible resource for both beginner and intermediate 3d artists
Very versatile book with a lot of good information
A terrific guide to modeling in blender, from beginner to advanced techniques
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Not everyone likes to purchase book for their regular usage, but the castorina 3 d rendering book would be an anomoly. It is a great way to get into rendering engine programming with Vulkan. If you're looking to up your 3D rendering game (pun intended), this book is a must-read. It's packed with cutting-edge techniques that will take your demos, samples, and prototypes to the next level.
This book is basically an overview of their existing rendering engine, the Raptor Engine, and how it is tailored for Vulkan. It features like vrs and ray tracing. It might be a good start for game developers who are familiar with DX11 and OpenGL to get exposed to this API. This allows them to get right to the good stuff. It guides the reader in their learning process. This is definitely a book for an intermediate or an advanced level programmer in the real time graphics domain.
Why We Like This:
Great resource, excellent code examples, a must-have for practical vulkan
A number of the "next steps" in modern real-time rendering
Recent techniques such as meshlet rendering, hardware-accelerated raytracing, and variable rate shading