Did you mean to write "3D Math Primer for Graphics and Game Development" [1]? If you did, I agree 100%. I got a lot out of this book and was able to put it to good use for several projects.
[1] https://www.amazon.com/Math-Primer-Graphics-Game-Development...
If you mean everything above the graphics API, e.g. modern lighting and shading techniques, there is a wide range of choices. PBR-inspired material response models are now dominant, and I recommend Naty Hoffman's slide deck as an excellent overview of the subject [0]. I can go into more details here if wanted. Haines's Real-Time Rendering is a pretty good reference. Get familiar with math, geometry and trigonometry. I recommend "3D Math Primer for Graphics and Games" by Parberry and Dunn [1] if you need a refresher.
[0] https://blog.selfshadow.com/publications/s2015-shading-cours... [1] https://www.amazon.com/Math-Primer-Graphics-Game-Development...