What To Learn To Be A Graphics Programmer
A practical guide for aspiring graphics programmers covering what to learn to become hireable. Graphics programming is framed as two parallel tracks: the CPU side (explicit APIs like DirectX 12, Vulkan, Metal) and the GPU side (lighting math, shading, shadows, ambient occlusion, post-processing). Recommended learning resources include 'Ray Tracing in One Weekend' for path tracing, learnopengl.com for PBR theory, the Filament documentation for deeper PBR, and the PBRT book. Required math is manageable — linear algebra, basic trigonometry, and some calculus — while knowledge of standard data structures and algorithms is also advised. The author briefly notes skepticism about LLM hype but acknowledges ML has a place in the toolbox.