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# System prepended metadata

title: Studying Plan of Yevgen

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# Studying Plan of Oleksandr


[**Studying repository**](https://github.com/FairlyBet/CG-learning)


## 🔁 [LearnOpenGL](https://learnopengl.com/Getting-started/OpenGL)

* ✅ Matrix transformations
* ✅ Camera
* ✅ Basic textures
* ✅ Mesh rendering
* ✅ Blinn-Phong light model
* ✅ Offscreen rendering
* ✅ Basic PostFX
* ✅ Texture buffer
* ✅ Cubemaps
* ✅ Deferred shading
* 🔁 PBR lighting model
* ❌ Shadow mapping
* ❌ SSAO


## [Intro to CG](https://www.youtube.com/playlist?list=PLplnkTzzqsZTfYh4UbhLGpI5kGd5oW_Hh)

* ✅ Introducion & Math
* ✅ Raster images
* ✅ Transformations
* ✅ WebGL
* ✅ Curves
* ✅ Surfaces & Meshes
* ✅ Textures
* ✅ Shading
* ✅ Shading transformations
* ✅ Rendering equation
* ✅ Rendering algorithms
* ✅ Ray Tracing
* ✅ Shadows & Reflection
* ✅ Sampling
* ✅ Signal processing
* ✅ Animation
* ✅ Physics based Animation
* ✅ Simulation


## [Interactive CG](https://www.youtube.com/playlist?list=PLplnkTzzqsZS3R5DjmCQsqupu43oS9CFN)
* ✅ Intro
* ✅ Images & transformation
* ✅ Textures
* ✅ Textures on the GPU
* ✅ Triangular meshes
* ✅ Rendering algorithms
* ✅ Windowing API
* ✅ Modern OpenGL
* ✅ GLSL & OpenGL extensions
* ✅ Lights & Shading
* ✅ Rendering equation
* ✅ Environment mapping
* ✅ Reflections
* ✅ Lights & Shadows
* ✅ Shadow Mapping
* ✅ Geometry Shaders
* ✅ Tesselation shaders
* ✅ Bump, Normal, Displacement and Parallax Mapping
* ✅ Compute & Mesh shader
* ✅ Deffered, Variable-rate, Addaptive shading
* ✅ Global Illumination
* ✅ Ambient occlusion & Soft shadows
* ✅ Refractions, Transparency, Blending, & Alpha Testing
* ✅ Volume rendering
* ✅ GPU ray-tracing


## [WebGL](https://www.youtube.com/playlist?list=PLPbmjY2NVO_X1U1JzLxLDdRn4NmtxyQQo)

* ✅ Uniforms
* ✅ Attributes
* ✅ `drawArrays` vs `drawElements`
* ✅ Objects, Targets, Bindings
* ✅ Textures & Mipmaps 
* ✅ VAOs
* ✅ Framebuffer Objects
* ✅ Instanced Drawing
* ✅ Matrix Attributes
* ✅ Transparency & Depth
* ✅ Cameras & Perspective
* ✅ Lights
* ✅ Creating binary model files
* ✅ Uniform Buffer Objects
* ✅ Arrays & Uniforms
* ✅ Hardware Bugs, UBOs & Arrays
* ✅ Transform Feedback
* ✅ Deferred rendering
* ✅ Object Picking
* ✅ Texture atlases & arrays


## [ThreeJS journey](https://threejs-journey.com/)
* ✅ Intro and first project
* ✅ Transform object
* ✅ Animations
* ✅ Cameras
* ✅ Fullscreen resizing
* ✅ Geometries
* ✅ Debug UI
* ✅ Textures
* ✅ Go Live
* ✅ Lights
* ✅ Shadows
* ✅ Haunted House
* ❌ 3D text

## Probability book
* 🔁 First chapter
* ❌ Second chapter

## Read/Watch

* ❌ [Real-Time Polygonal-Light](https://eheitzresearch.wordpress.com/415-2/)
* ❌ [Cube camera](https://github.com/mrdoob/three.js/blob/master/src/cameras/CubeCamera.js)
* ❌ [Volume rendering](https://webgpu.github.io/webgpu-samples/?sample=volumeRenderingTexture3D#volume.wgsl)
* ❌ [Valve text rendering](https://steamcdn-a.akamaihd.net/apps/valve/2007/SIGGRAPH2007_AlphaTestedMagnification.pdf)
* ❌ [Mesh shader](https://www.youtube.com/watch?v=CFXKTXtil34)
* ❌ [Blender course](https://www.youtube.com/watch?v=4haAdmHqGOw)
* ❌ [Shader course](https://simondev.teachable.com/p/glsl-shaders-from-scratch)
* ❌ [Real-Time Fluid Dynamics for Games](https://www.dgp.toronto.edu/public_user/stam/reality/Research/pdf/GDC03.pdf)
* ❌ [Outline shader](https://www.youtube.com/watch?v=P7C9R9YDTgc&ab_channel=chrisbiscardi)
* ❌ [Wave Function Collapse algorithm](https://www.youtube.com/watch?v=2SuvO4Gi7uY&list=WL&index=70)
* ❌ [PBR Book](https://pbr-book.org/4ed/contents)
* ❌ [GPU architecture](https://developer.nvidia.com/content/life-triangle-nvidias-logical-pipeline)
* ❌ https://google.github.io/filament/Filament.html#materialsystem/energyconservation
* ❌ https://jcgt.org/published/0002/02/09/paper.pdf
* ❌ https://www.youtube.com/watch?v=t0qkieYME6E&ab_channel=Gamelogic
* ❌ https://natureofcode.com/cellular-automata/
* ❌ 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
