Books: Most books systematically introduce a number of topics, easy-to-digest (Gems class exception, can be regarded as industry journel). If you first contact some new technology, try to find relevant monographs. I classify some books in the computer graphics: into the/API category.
- Conference/paper: There are SIGGRAPH, i3d and other academic meetings, academic papers have several shortcomings: too frontier can not be applied, need to read a lot of background information.
The industry can refer to GDC (GDC Vault has some free briefings and videos), GPU Pro and other computer graphics: Gems books.
The search engine can be https://scholar.google.com/ or Microsoft academic search, and so on.
- Website: Various official websites will have basic reference information (Khronos, MSDN, Apple, NVidia, AMD, imagination, etc.).
There are also issues to search Game development stack Exchange, mathoverflow, stack overflow, and so on. There is now a special computer Graphics question and answer website proposal. I think it is good to know, and the lack of it is a question of level.
Sometimes the math problems involved can be seen by the Wolfram Mathworld:the Web's most extensive mathematics Resource.
- Code: such as the source code of the engine (Unreal, Klayge, etc.), open source demo/example (in recent years the Direct3D official example also has some paper implementation), Unity's Asset store, Shadertoy beta and so on. Engineering problems are usually not a single technical problem, need to consider the integration of multiple systems, as well as the work flow and other aspects, this time to refer to the mainstream engine is a good starting point.
After that, the Metal,metal Programming Guide in the description of the problem has been written quite well, and depends on the actual application or the engine that contains the Metal implementation.
Domestic do 3D rendering and game engine yard where are the farmers getting technical information?