# Studying Plan of Oleksandr [**Studying repository**](https://github.com/FairlyBet/CG-learning) ## π [LearnOpenGL](https://learnopengl.com/Getting-started/OpenGL) * β Matrix transformations * β Camera * β Basic textures * β Mesh rendering * β Blinn-Phong light model * β Offscreen rendering * β Basic PostFX * β Texture buffer * β Cubemaps * β Deferred shading * π PBR lighting model * β Shadow mapping * β SSAO ## [Intro to CG](https://www.youtube.com/playlist?list=PLplnkTzzqsZTfYh4UbhLGpI5kGd5oW_Hh) * β Introducion & Math * β Raster images * β Transformations * β WebGL * β Curves * β Surfaces & Meshes * β Textures * β Shading * β Shading transformations * β Rendering equation * β Rendering algorithms * β Ray Tracing * β Shadows & Reflection * β Sampling * β Signal processing * β Animation * β Physics based Animation * β Simulation ## [Interactive CG](https://www.youtube.com/playlist?list=PLplnkTzzqsZS3R5DjmCQsqupu43oS9CFN) * β Intro * β Images & transformation * β Textures * β Textures on the GPU * β Triangular meshes * β Rendering algorithms * β Windowing API * β Modern OpenGL * β GLSL & OpenGL extensions * β Lights & Shading * β Rendering equation * β Environment mapping * β Reflections * β Lights & Shadows * β Shadow Mapping * β Geometry Shaders * β Tesselation shaders * β Bump, Normal, Displacement and Parallax Mapping * β Compute & Mesh shader * β Deffered, Variable-rate, Addaptive shading * β Global Illumination * β Ambient occlusion & Soft shadows * β Refractions, Transparency, Blending, & Alpha Testing * β Volume rendering * β GPU ray-tracing ## [WebGL](https://www.youtube.com/playlist?list=PLPbmjY2NVO_X1U1JzLxLDdRn4NmtxyQQo) * β Uniforms * β Attributes * β `drawArrays` vs `drawElements` * β Objects, Targets, Bindings * β Textures & Mipmaps * β VAOs * β Framebuffer Objects * β Instanced Drawing * β Matrix Attributes * β Transparency & Depth * β Cameras & Perspective * β Lights * β Creating binary model files * β Uniform Buffer Objects * β Arrays & Uniforms * β Hardware Bugs, UBOs & Arrays * β Transform Feedback * β Deferred rendering * β Object Picking * β Texture atlases & arrays ## [ThreeJS journey](https://threejs-journey.com/) * β Intro and first project * β Transform object * β Animations * β Cameras * β Fullscreen resizing * β Geometries * β Debug UI * β Textures * β Go Live * β Lights * β Shadows * β Haunted House * β 3D text ## Probability book * π First chapter * β Second chapter ## Read/Watch * β [Real-Time Polygonal-Light](https://eheitzresearch.wordpress.com/415-2/) * β [Cube camera](https://github.com/mrdoob/three.js/blob/master/src/cameras/CubeCamera.js) * β [Volume rendering](https://webgpu.github.io/webgpu-samples/?sample=volumeRenderingTexture3D#volume.wgsl) * β [Valve text rendering](https://steamcdn-a.akamaihd.net/apps/valve/2007/SIGGRAPH2007_AlphaTestedMagnification.pdf) * β [Mesh shader](https://www.youtube.com/watch?v=CFXKTXtil34) * β [Blender course](https://www.youtube.com/watch?v=4haAdmHqGOw) * β [Shader course](https://simondev.teachable.com/p/glsl-shaders-from-scratch) * β [Real-Time Fluid Dynamics for Games](https://www.dgp.toronto.edu/public_user/stam/reality/Research/pdf/GDC03.pdf) * β [Outline shader](https://www.youtube.com/watch?v=P7C9R9YDTgc&ab_channel=chrisbiscardi) * β [Wave Function Collapse algorithm](https://www.youtube.com/watch?v=2SuvO4Gi7uY&list=WL&index=70) * β [PBR Book](https://pbr-book.org/4ed/contents) * β [GPU architecture](https://developer.nvidia.com/content/life-triangle-nvidias-logical-pipeline) * β https://google.github.io/filament/Filament.html#materialsystem/energyconservation * β https://jcgt.org/published/0002/02/09/paper.pdf * β https://www.youtube.com/watch?v=t0qkieYME6E&ab_channel=Gamelogic * β https://natureofcode.com/cellular-automata/ * β https://simondev.teachable.com/p/glsl-shaders-from-scratch ## Useful links * [WebGL2 fundamentals](https://webgl2fundamentals.org/) * [GPU Gems](https://developer.nvidia.com/gpugems/gpugems/contributors) https://www.youtube.com/watch?v=rSKMYc1CQHE
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