Learn OpenGL
Joey de Vries
Teaches modern OpenGL from first pixel to physically based rendering by building up a single renderer feature by feature, aimed at readers who learn graphics by writing a graphics program.
Turning models into pixels, and data into pictures.
11 topics · 17 curated works
No prior grounding assumed.
Learn OpenGL
Joey de Vries · 2014
Teaches modern OpenGL from first pixel to physically based rendering by building up a single renderer feature by feature, aimed at readers who learn…
+2 more at this level
Assumes you know the vocabulary.
GPU Gems
Randima Fernando (ed.) · 2004
A collection of production rendering techniques from practitioners across the industry, published free by NVIDIA as programmable shading hardware was…
+1 more at this level
Primary sources and full treatments.
Illumination for Computer Generated Pictures
Bui Tuong Phong · 1975
Approximates specular highlights with a cosine power term cheap enough to compute per pixel, giving curved surfaces a convincing shine without…
+11 more at this level
12 of 17 works
Joey de Vries
Teaches modern OpenGL from first pixel to physically based rendering by building up a single renderer feature by feature, aimed at readers who learn graphics by writing a graphics program.
Nicolas P. Rougier, Michael Droettboom & Philip E. Bourne
Argues most scientific figures fail for a small, fixable set of reasons — wrong plot type, poor contrast, hidden data — and gives ten concrete rules a researcher can apply before publishing one.
Peter Shirley
Builds a working ray tracer in a few hundred lines, arguing that the core ideas of rendering are learned faster by writing one than by reading the theory first.
link checked 17 Sept 2026Randima Fernando (ed.)
A collection of production rendering techniques from practitioners across the industry, published free by NVIDIA as programmable shading hardware was making real-time effects previously reserved for offline rendering possible.
Marc Levoy (Stanford)
Explains the camera as an optical and computational system — lenses, sensors, exposure, then computational photography — by the engineer who led Google's work on it.
link checked 17 Sept 2026Bui Tuong Phong
Approximates specular highlights with a cosine power term cheap enough to compute per pixel, giving curved surfaces a convincing shine without simulating physical reflection.
Turner Whitted
Introduces recursive ray tracing, showing that reflection, refraction and shadows can all be generated by the same recursive procedure.
7 pageslink checked 17 Sept 2026Robert L. Cook & Kenneth E. Torrance
Models a surface as a collection of microfacets to derive reflectance from roughness and Fresnel effects directly, replacing Phong's empirical highlight with one grounded in optics.
Peter J. Burt & Edward H. Adelson
Represents an image as a set of band-pass images at successive scales, showing this pyramid can be built and inverted efficiently and compresses naturally because each level decorrelates from the next.
James T. Kajiya
Formulates image synthesis as a single integral equation balancing emitted and reflected light, unifying ray tracing, radiosity and every rendering algorithm since as different ways of approximating the same equation.
John Canny
Derives an edge detector from explicit criteria — good detection, good localisation, one response per edge — rather than an ad hoc filter, and the resulting operator is still the standard baseline.
William E. Lorensen & Harvey E. Cline
Extracts a polygonal surface from a 3D scalar field one cube at a time by looking up a pre-computed table of how the surface crosses each cube, turning volumetric data such as a CT scan into a renderable mesh.