Computer Graphics
How images are computed and drawn. The graphics pipeline, rasterisation vs ray tracing, shaders (vertex, fragment, compute), OpenGL, WebGL, Vulkan basics, transformations, lighting models, textures, and GPU architecture, from first triangle to real-time 3D rendering.
FundamentalsTopics 1–10
- ·The Graphics Pipeline
- ·Pixels & Colour Models
- ·Rasterisation
- ·Coordinate Systems & Transforms
- ·Projection Matrices
- ·Vertex & Fragment Shaders
- ·Texture Mapping
- ·The Depth Buffer
- ·Blending & Transparency
- ·OpenGL Basics
Start Fundamentals →
IntermediateTopics 11–20
- ·GLSL Shading Language
- ·Lighting Models
- ·Normal & Bump Mapping
- ·Shadow Mapping
- ·Framebuffers & Post-Processing
- ·Mesh Representation
- ·GPU Architecture
- ·Vulkan Introduction
- ·WebGL & Three.js
- ·Scene Graphs
Start Intermediate →
AdvancedTopics 21–30
- ·Ray Tracing
- ·Path Tracing
- ·Global Illumination
- ·Deferred Rendering
- ·Screen-Space Effects
- ·Procedural Generation
- ·Skeletal Animation
- ·GPU Compute & GPGPU
- ·Real-Time GI
- ·Shader Optimisation
Start Advanced →
AppliedTopics 31–38
- ·Writing a Software Rasteriser
- ·Shader Art & Signed Distance Fields
- ·Game Engine Rendering
- ·VR & XR Rendering
- ·Graphics Debugging
- ·Performance Profiling
- ·Graphics Interview Patterns
- ·Career in Graphics Engineering
Start Applied →