Please put a check mark next to each topic which you feel you understand.
- Displays
- CRTs
- LCDs
- Pixel
- FrameBuffer
- Raster scan vs. vector scan
- Gamma, gamma correction
- Line drawing, rasterization
- Line equation
- DDA
- Bresenham’s Line Algorithm
- Convex vs concave polygons
- Testing convexity
- 2D Transformations
- Vector representation of a point
- Matrix translation, rotation, scaling
- Homogeneous coordinates
- Composing a string of transformations
- Concept of changing coordinate systems
- 3D Transformation
- 3D rotation around a line as RxRyRz
- Matrix translation, rotation, scaling
- Matrix stacks
- Object coordinates vs world coordinates
- Modelview matrix
- Camera transform duality with object transform
- Hierarchical transforms
- Viewing and Perspective
- Pin-hole Camera
- Orthographic vs perspective
- World coordinates vs screen coordinates
- View frustum
- Near and far clipping planes
- Oblique parallel projection
- Oblique perspective projection
- Viewing pipeline object/world/normalized/ screen
- Visibility
- Back face detection
- Painter’s Algorithm
- Z-buffer (Depth-buffer)
- BSP trees
- Screen space sort vs object space sort
- Color models
- Electromagnetic spectrum
- CIE chromaticity diagram
- RGB space
- CMYK space
- HSV space
- Raytracing
- Eye rays
- Shadow rays
- Reflected/refracted rays
- Anti-aliasing by supersampling
- Intersection tests
- Distributed ray tracing for estimating integrals
- Oct-trees
- Radiosity
- Form factors
- Radiosity equation
- Solving radiosity equation
- Illumination, shading
- OpenGL ambient+diffuse+specular lighting model
- Phong specular reflection vs. Phong shading
- Gouraud vs Phong shading
- BRDFs
- Vertex and fragment shaders
- Modeling
- Polygonal meshes
- Bezier Curves
- B-Splines
- NURBS
- Sampling theory
- Point sampling
- Area weighted sampling
- Convolution
- Duality of spatial and Fourier domain
- Concept of low/high frequencies
- Aliasing
- Image warping, textures
- Concept of UV coordinates
- Texture/object/screen space
- Bump mapping
- Environment mapping
- Mipmaps
- Summed-area-tables
- Perlin noise
- Anti-aliasing
- Compositing
- Alpha as partial pixel cover
- Pre-multiplied alpha