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

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