Computer Graphics
How geometry becomes pixels — raster fundamentals and color, the transform and camera pipeline, real-time rendering and shading, and the curves and procedural methods used to describe shape.
Raster Fundamentals
- Raster Images, Pixel Formats & Color Spaces planned target working high
- Line & Polygon Rasterization planned target working mid
- Antialiasing & Sampling in Images planned target working mid
Geometry & Transforms
- 2D Transform Pipeline & Coordinate Systems planned target working high
- 3D Projection & Camera Models planned target working high
- Rotation Representations: Euler Angles, Axis-Angle & Quaternions planned target working mid
- Meshes, Wireframes & Polyhedra planned target overview mid
Rendering
- The Real-Time Rendering Pipeline planned target working high
- Visibility, Depth Buffering & Hidden Surfaces planned target working mid
- Shading & Lighting Models planned target working mid
- Ray Tracing & Path Tracing planned target overview low
- GPUs, Shaders & the Cost of a Draw Call planned target working mid
Curves & Procedural Geometry
- Curves & Splines: Bézier and B-Spline planned target working mid
- Fractals, Self-Similarity & L-Systems planned target overview low