Computer Graphics

  1. Real-Time Rendering and Graphics APIs
    1. Graphics Hardware Architecture
      1. GPU Architecture
        1. Parallel Processing Units
          1. Memory Hierarchy
            1. Shader Cores
            2. Graphics Pipeline Hardware
              1. Vertex Processing Units
                1. Rasterization Units
                  1. Fragment Processing Units
                  2. Memory Systems
                    1. Video Memory
                      1. Texture Memory
                        1. Bandwidth Considerations
                      2. Graphics Programming Interfaces
                        1. OpenGL
                          1. OpenGL Pipeline
                            1. OpenGL State Machine
                              1. Buffer Objects
                                1. Vertex Array Objects
                                  1. OpenGL Shading Language
                                  2. DirectX
                                    1. Direct3D Pipeline
                                      1. DirectX Graphics Infrastructure
                                        1. High-Level Shading Language
                                        2. Vulkan
                                          1. Low-Level API Design
                                            1. Command Buffers
                                              1. Synchronization Primitives
                                                1. Memory Management
                                                2. Metal
                                                  1. Apple Graphics API
                                                    1. Metal Shading Language
                                                      1. Compute Shaders
                                                    2. Programmable Shaders
                                                      1. Shader Pipeline Stages
                                                        1. Vertex Shaders
                                                          1. Vertex Transformation
                                                            1. Vertex Attribute Processing
                                                            2. Tessellation Shaders
                                                              1. Hull Shaders
                                                                1. Domain Shaders
                                                                  1. Surface Subdivision
                                                                  2. Geometry Shaders
                                                                    1. Primitive Generation
                                                                      1. Stream Output
                                                                      2. Fragment Shaders
                                                                        1. Per-Pixel Processing
                                                                          1. Texture Sampling
                                                                          2. Compute Shaders
                                                                            1. General Purpose Computing
                                                                              1. Parallel Algorithms
                                                                            2. Shader Programming
                                                                              1. Shader Languages
                                                                                1. Uniform Variables
                                                                                  1. Varying Variables
                                                                                    1. Texture Sampling
                                                                                      1. Flow Control
                                                                                    2. Advanced Real-Time Techniques
                                                                                      1. Deferred Rendering
                                                                                        1. Geometry Buffer
                                                                                          1. Light Accumulation Pass
                                                                                            1. Bandwidth Considerations
                                                                                            2. Forward Plus Rendering
                                                                                              1. Tile-Based Lighting
                                                                                                1. Light Culling
                                                                                                2. Physically Based Rendering
                                                                                                  1. Energy Conservation
                                                                                                    1. Fresnel Equations
                                                                                                      1. Microfacet Models
                                                                                                        1. Image-Based Lighting
                                                                                                        2. Screen Space Techniques
                                                                                                          1. Screen Space Ambient Occlusion
                                                                                                            1. Screen Space Reflections
                                                                                                              1. Screen Space Subsurface Scattering
                                                                                                              2. Temporal Techniques
                                                                                                                1. Temporal Upsampling
                                                                                                                  1. Temporal Anti-Aliasing
                                                                                                                    1. Reprojection Methods