Michael Abrash's Graphics Programming Black Book
by Michael Abrash
Publisher: Coriolis Group Books 2001
Number of pages: 1342
This is a collection of the author's previous books on assembly language and graphics programming, as well as past columns for Dr. Dobb's magazine. Though much of the book is out-of-date by now, the reader can see some of the author's tendencies: -a reliance on profiling in order to test code, and creative thinking to improve performance wherever possible. The last few chapters explore the technology behind the popular Doom and Quake 3-D games by id Corporation. Optimized solutions to 3-D graphics problems from texture mapping, hidden surface removal, and Binary Space Partitioning trees are explained. This book is clearly targeted at game developers and serious assembly language programmers.
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by Julian Smart, Kevin Hock, Stefan Csomor - Prentice Hall PTR
wxWidgets is a free C++ API for writing GUI applications. This book is the best way for beginning developers to learn wxWidgets programming in C++. It is a must-have for programmers thinking of using wxWidgets and those already using it.
OpenGL is an API used for drawing 3D graphics. This book is aimed at beginners who are discovering OpenGL. It will assume knowledge of basic C and C++. If you know nothing about 3D graphics, we'll try to familiarize you along the way.
by Wolfgang Engel, et al.
This reference covers the advanced rendering techniques important for graphics programmers in the game and film industries, and will help them implement these techniques with DirectX 10. Intended for people with background in DirectX8 or DirectX9.
From the table of contents: Mathematics and Physics for Computer Graphics; Foundations of 3D Rendering; Better, Faster, More; Advanced Techniques; Digital Imaging; Procedural Generation of Virtual Worlds. 32 lessons, 166 chapters, C++ source code.