Core concepts of computer graphics, pixels, and rendering pipelines
Vectors, matrices, and transformations essential for 3D graphics
Color spaces, blending modes, and color perception
Converting vector graphics to pixels, anti-aliasing techniques
Introduction to vertex and fragment shaders, GLSL fundamentals
UV mapping, texture filtering, mipmaps, and texture atlases
Meshes, polygons, normals, and geometric transformations
Requires: linear-algebra
Phong, Blinn-Phong, PBR, and global illumination concepts
Requires: shaders-intro, texturing
Ray-object intersection, recursive tracing, and path tracing
Requires: 3d-geometry, lighting-models
Bloom, depth of field, motion blur, and screen-space effects
Requires: shaders-intro
Compute shaders, parallel algorithms, and GPGPU programming
Requires: ray-tracing, post-processing
Screen-space GI, voxel cone tracing, and light probes
Requires: lighting-models, gpu-compute