
Thoroughly revised, this third edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. The authors have made the figures used in the book available for download for fair use.:Download Figures.
Now all of that is gone, if you choose so, and what’s left is brainrot and the equivalent of doom scrolling.
There are a lot of great resources out there. The best modern beginner friendly resource I am aware of is Scratchapixel[0]. Back when I was first learning 3D I used to follow tutorials on places like NeHe Productions[1], which is probably a bit dated these days.
For more comprehensive information on all kinds of techniques, with examples from big games for each technique, the absolutely best resource is the book Real-Time Rendering[2].
If you're interested in ray-tracing rather than rasterization (i.e. more film than video games) a lot of people recommend "Ray Tracing in One Weekend"[3]. If you want to learn state of the art ray-tracing in depth, with all the math and and theory, the best resource is "Physically Based Rendering: From Theory to Implementation"[4], which is freely available online.
[0] https://www.scratchapixel.com/
[2] https://www.realtimerendering.com/
There’s a famous “ray tracing in a weekend” book even.
Color spaces and PBR also isn’t some magic. It’s just math. You implement it in shaders and color space conversion functions.
It gets really hard when you try to optimize it, like you said with render farms. IMO synchronization in Vulkan (and other low low level graphics APIs) is the really difficult stuff.
But nothing that requires a PhD or whatever.
For the curious “Real Time Rendering” is a really great textbook all about modern rendering techniques
Real-Time Rendering is probably my most used book when I started
It is more of a breadth than depth book though
I also recommend grabbing the suggested book, Real Time Rendering, along. I've found it to be great learning material, having a well detailed chapter dedicated for all the effects used in modern renderers. Works great as a reference though it doesn't have any code samples. Doesn't concern itself too much about API details. In my learning flow, I go through a chapter and try to implement one of the techniques mentioned for the effect; usually referencing one of these web resources.