A bunch of people are asking what resources I recommend to start learning graphics programming. So you get a thread on it!
I really enjoy giving beginner-level workshops. Here are two that focus on graphics:
If you're a graphics coder reading this wondering how you can host a workshop too, I've written about that:
I also wrote my own little writeup on graphics, notes from when Rich & I were helping Sophia learn graphics.
One more graphics workshop-- this one includes a raytracing and particle demo for you to play with.
I love @baldurk 's blog series, "Graphics in Plain Language"
For those ready to wade into advanced waters, "A trip through the graphics pipeline" by @rygorous is great
Prepare yourself for a monster list of graphics resources on this site! My favorite is the SIGGRAPH papers.
I'm a big fan of Cinder and OpenFramworks, both C++/graphics. They are what I started from.
BGFX is also great!
For a more beginner friendly library, Processing is simply lovely.
I stand by this advice on how to approach learning graphics programming.
Since we're now on the topic of getting jobs, do mock interviews and get mentors and talk to people.
My mentor list is FULL of graphics programmers. They all love helping you. I do need to update it with more.
People ask me about learning math and I point them to @EricLengyel 's book
GPU Performance for Game Artists by @keithoconor
There are more resources I didn't mention. Check out the last two slides of this https://www.slideshare.net/StephanieHurlburt/graphics-programming-workshop … , and http://www.realtimerendering.com
This is a good little collection of resources on advanced GPU optimization and documentation.
Destiny's Multithreaded Rendering Architecture by @mirror2mask
An important point: The vast majority of graphics coders I know don't know math very well. Don't be scared away if you aren't a math person.
I say this as someone who adores math, was expecting to use it all the time, & only ever needed basic linear algebra for my graphics work.