编程
Mathematics for 3D Game Programming and Computer Graphics, 3rd Edition 豆瓣
作者: Eric Lengyel Course Technology PTR 2011 - 6
This updated third edition addresses the mathematical skills that a programmer needs to develop a 3D game engine and computer graphics for professional-level games. "Mathematics For 3D Game Programming And Computer Graphics, Third Edition" is suitable for advanced programmers who are experienced with C++, DirectX, or OpenGL. The book begins at a fairly basic level, covering areas such as vector geometry and linear algebra, and then progresses to more advanced topics in 3D game programming such as illumination and visibility determination. It discusses the math first; then it presents how to translate the math into programs. By providing the math behind the effect, screenshots of the results, and samples of code that translate the math so that the effect is achieved, readers get the full story rather than only a mathematical explanation or a set of code samples that are not clearly drawn from mathematical expressions. With this revised edition, almost every chapter will provide a programming example taken directly from a real-world game programming context, and based on programs that have been written and used in game engine development.
The Nature of Code 豆瓣 Goodreads
作者: Daniel Shiffman The Nature of Code 2012 - 12
How can we capture the unpredictable evolutionary and emergent properties of nature in software? How can understanding the mathematical principles behind our physical world help us to create digital worlds? This book focuses on a range of programming strategies and techniques behind computer simulations of natural systems, from elementary concepts in mathematics and physics to more advanced algorithms that enable sophisticated visual results. Readers will progress from building a basic physics engine to creating intelligent moving objects and complex systems, setting the foundation for further experiments in generative design. Subjects covered include forces, trigonometry, fractals, cellular automata, self-organization, and genetic algorithms. The book's examples are written in Processing, an open-source language and development environment built on top of the Java programming language. On the book's website (http://www.natureofcode.com), the examples run in the browser via Processing's JavaScript mode.
Real-Time Rendering, Third Edition 豆瓣
作者: Tomas Akenine-Moller / Eric Haines A K Peters/CRC Press 2008 - 7
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 or 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.
全局光照技术 豆瓣
作者: 秦春林 电子科技大学出版社 2018 - 4
《全局光照技术:从离线到实时渲染》是一本聚焦于渲染领域的计算机图形学图书,它同时包含了离线和实时渲染的内容,探讨了渲染中最常用的约十种全局光照技术的概念,原理以及相互之间的联系,并以这些全局光照技术为线索介绍了大量计算机图形学相关的基础知识,全书约1000页左右的篇幅,是国内该领域较少的专著之一。
GPU精粹3 豆瓣
GPU Gems 3
作者: 阮亚 译者: 杨柏林 / 陈根浪 清华大学出版社 2010 - 6
《GPU精粹3》是GPU精粹系列畅销书的第三卷,展示了当今最前沿的图形处理单元(GPU)编程技术。现代GPU的可编程性让开发者不仅可以在自己的岗位上迅速脱颖而出,更使得他们可以在非图形应用程序中运用GPU的卓越处理能力,例如,物理仿真、金融分析,甚至是病毒检测——尤其是在cuDA体系结构下。图形学仍然是GPU主要应用领域,通过学习本书,读者会惊喜地发现一些最新的算法,使用它们可以创建非常真实的角色,实现更逼真的光照效果,以及完成绘制后的混合效果。
3D Game Engine Design, Second Edition 豆瓣
作者: David H. Eberly Morgan Kaufmann 2006 - 11
A major revision of the international bestseller on game programming! Graphics hardware has evolved enormously in the last decade. Hardware can now be directly controlled through techniques such as shader programming, which requires an entirely new thought process of a programmer. 3D Game Engine Design, Second Edition shows step-by-step how to make a shader-based graphics engine and how to tame the new technology. Much new material has been added, including more than twice the coverage of the essential techniques of scene graph management, as well as new methods for managing memory usage in the new generation of game consoles and portable game players. There are expanded discussions of collision detection, collision avoidance, and physics - all challenging subjects for developers.
编码 豆瓣 Goodreads
Code: The Hidden Language of Computer Hardware and Software
9.0 (41 个评分) 作者: [美] Charles Petzold 译者: 左飞 / 薛佟佟 电子工业出版社 2010
本书讲述的是计算机工作原理。作者用丰富的想象和清晰的笔墨将看似繁杂的理论阐述得通俗易懂,你丝毫不会感到枯燥和生硬。更重要的是,你会因此而获得对计算机工作原理较深刻的理解。这种理解不是抽象层面上的,而是具有一定深度的。
计算机程序的构造和解释(原书第2版) 豆瓣 Goodreads
Structure and Interpretation of Computer Programs
9.7 (22 个评分) 作者: [美] Harold Abelson / [美] Gerald Jay Sussman 译者: 裘宗燕 机械工业出版社 2004 - 2
《计算机程序的构造和解释》成型于美国麻省理工学院(MIT)多年使用的一本教材,1984年出版,1996年修订为第二版。在过去的二十多年里,该书对于计算机科学的教育计划产生了深刻的影响。
在第二版中,大部分重要程序设计系统都重新修改并做过测试,包括各种解释器和编译器。作者根据其后十余年的教学实践,还对其他许多细节做了相应的修改。
物理渲染从理论到实现(第2版) 豆瓣
作者: [美]Matt Pharr,Greg Humpherys 译者: 李秋霞 清华大学出版社 2017 - 1
编辑推荐:
本书曾获得软件界Jolt图书类大奖,在计算机图形学界鼎鼎大名!同时也是一本重量级巨著!
内容简介:
本书详细阐述了与物理渲染相关的高效解决方案,主要包括几何形状和转换,图元和相交加速计算,颜色和辐射度,相机模型,采样和重构,反射模型,材质、纹理、体散射、光源、蒙特卡罗积分、光线传输等内容。此外,本书还提供了相应的算法、代码以及伪代码,以帮助读者进一步理解相关方案的实现过程。
本书适合作为高等院校计算机及相关专业的教材和教学参考书,也可作为相关开发人员的自学教材和参考 手册。
图形程序开发人员指南 豆瓣
作者: Michael Abrash 译者: 前导工作室 机械工业出版社 1998
Michael Abrash's classic Graphics Programming Black Book is a compilation of Michael's previous writings on assembly language and graphics programming (including from his "Graphics Programming" column in Dr. Dobb's Journal). Much of the focus of this book is on profiling and code testing, as well as performance optimization. It also explores much of the technology behind the Doom and Quake 3-D games, and 3-D graphics problems such as texture mapping, hidden surface removal, and the like.

You could get this book from here:
http://www.gamedev.net/reference/articles/article1698.asp