Tools Engineer: Core Game Development - Computer Graphics
Knowledge
list reference from tools-engineer-checklist.md by Geoff Evans
Pipeline
- Object, parent, global, camera, projection, viewport transforms
- Point un-projection into rays, rect un-projection into frustums
- Ray/frustum instersection vs. point, sphere, line, triangle
- Clip space and screen-space primitive clipping
Rendering
- Vertex buffers and common vertex attributes
- Backface culling and winding order
- Depth buffers, depth-test renderstate, depth prepass
- Alpha values and blending functions
- Sorting for rendering passes
- Command buffers and immediate/deferred contexts
- Examples of typical passes (as parts of a forward vs deferred frame)
Shaders
- General graphics shader types and their args and results
- Fixed function GPU hardware and how they speed up passes
- How branches work, what they cost
- Async compute
Resources
Book Links
Web Links
- Learn Computer Graphics From Scratch!
- Rendering Pipeline Overview
- Rendering Pipeline - Computer Graphics - University of Freiburg
- Graphics Rendering Rendering Pipeline