---
title: "What To Learn To Be A Graphics Programmer"
url: https://daily.dev/posts/what-to-learn-to-be-a-graphics-programmer-sivi9qcqv
source_url: https://blog.demofox.org/2026/07/01/what-to-learn-to-be-a-graphics-programmer
type: article
source: "Bottom of the sea"
published: 2026-07-01T17:27:22.782Z
updated: 2026-07-01T17:27:43.634Z
tags: ["math", "graphics-programming"]
reading_time: 4
upvotes: 1
comments: 0
language: en
---

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# What To Learn To Be A Graphics Programmer

**[Bottom of the sea](https://daily.dev/sources/demofox)** · 4 min read · 1 upvotes · 0 comments

## Summary

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.

## Full article

daily.dev links to this article rather than hosting it. Read it at the original source: <https://blog.demofox.org/2026/07/01/what-to-learn-to-be-a-graphics-programmer>

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---

Tags: [#math](https://daily.dev/tags/math), [#graphics-programming](https://daily.dev/tags/graphics-programming)

[View this post on daily.dev](https://daily.dev/posts/what-to-learn-to-be-a-graphics-programmer-sivi9qcqv)
