1.) Introduction to Computer Graphics, APIs, OpenGL and C++
2.) Rasterization 1 - Lines and Triangles
3.) Software Rasterizaton 2 - Vectors, Matrices, and Projection
4.) Rasterization 3 and Math (Transformation and Viewing)
5.) Modern OpenGL - Buffers and Shaders
6.) Renderdoc, glError, and MVP Transform
7.) Abstraction and Textures
8.) Camera and Illumination
9.) University Holiday (Spring Break)
10.) Advanced Lighting (Multiple Lights and Normal Mapping)
11.) SceneGraphs and Terrain
12.) Framebuffer Objects and post-processing (and maybe Deferred Rendering)
13.) Geometry Shaders and/or (Shadows or Lighting Maps or Multi-texturing)
14.) Advanced Graphics - Deferred Rendering (or Optional Topic or Work Day)
15.) Final Projects, wrap up! (do your course evaluation please :))
16.) (Optional Bonus) Math Review and Ray Tracing with no API
17.) (Optional Bonus) Ray Tracing 2
18.) (Optional Bonus) - Vulkan
19.) (Optional Bonus) - Quaternion Math
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Module 16 - (Optional Bonus) Math Review and Ray Tracing with no API

Audio/Video Recording

Module Content

Module Overview

In this lesson we begin learning about graphics in the context of ray tracing.

Module Outline

  • Lecture outline
    • Rays
    • Vectors
    • Math Review
    • Ray Tracing
    • Outputting an Image as a PPM


(Graded) In-Class Activity link

  • In-Class Activity Link
    • This is graded, and only your first response is graded
    • This is an evaluation of what was learned in lecture.
    • Due one week from when the lecture takes place

Please do not redistribute or host any materials without e-mailing me first. I generally am happy to share the latest .pdf or slide presentation with those who ask. Thank you for your time!