- most helpful in our first course
- others free online
- others
- most helpful in our second course
- Free online: Real Time Rendering, by Akenine-Moeller, Haines, Hoffman, Pesci, HIllaire and Iwanicke. AK Peters 2018. If you want to buy, it is also available at Amazon. The book's website is an amazingly rich resource.
- Free online: Pharr, M., Jakob, W., & Humphreys, G. (2016). Physically based rendering: From theory to implementation. Morgan Kaufmann.
- Free online: Eberly, Game Engine Design. More detail below.
- Pete Shirley's third minibook, Ray Tracing: The Rest of Your Life. Great, cheap.
- others free online
- 3D Game Engine Architecture, by David Eberly, Morgan Kaufman/Elsevier. The author's Geometric Tools site contains a large implementation of their in library form, as well as a few example chapters. Available at Amazon.
- Dutre, Bala and Baekert cover Advanced Global Illumination, a great reference on what is now still non-interactive rendering.
- My colleagues and I wrote a book on Level of Detail, which has many useful resources online.
- Lengyel, Math for Game Programming and CG, focused on non-interactive rendering.
- Steven Gortler, Foundations of 3D Computer Graphics, a deeper look at fundamentals.
- others
- Pete Shirley's second minibook, Ray Tracing: The Next Week.
- McGuire's Graphics Codex. A solid reference available at a reasonable price online or on mobile.
- Game Engine Architecture, by Jason Gregory. AK Peters. The book's website has some course material and a nice set of links. Available at Amazon.
- McGuire & Jenkins' Creating Games. Has a website here. Ch. 5 has been extracted at Game Career Guide.
- free online
- others
- other lists