This is probably the definitive set of hardcore graphics programming books.

Published starting in 1990, they are up to "Graphics Gems V" now (starting at just "Graphics Gems", but nothing much has happened since 1995. Though, considering there are chapters ranging from 2D Geometry to Halftoning and Image processing to Ray Tracing and Radiosity, it is conceivable that there is damn near nothing left to write. With sections named things like "Ray Tracing a Swept Sphere" and "Knot Insertion using Forward Differences" you can get goosebumps without ever leaving the table of contents.

If you are looking for a hint into the innerworkings of the heaviest graphics programming (examples are in C, youngsters...), these are a must reference.