Computer graphics
Undergraduate · CS / Programming
Syllabus focus
Standard syllabus · STEM / applied
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$60.00 · 60 min · Undergraduate · Online ($60/hr)
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Topics typically covered
Standard syllabus
Math for graphics
- Vectors, matrices, and homogeneous coordinates
- 2D/3D transformations: translation, rotation, scale
- Viewing pipelines: camera, projection, viewport
- Quaternions for orientation (intro)
- Color spaces and gamma correction (intro)
Rendering
- Rasterization and line/triangle algorithms
- Hidden surface removal: z-buffer
- Illumination models: Phong, Gouraud shading
- Texture mapping and UV coordinates
- Ray tracing concepts (intro)
STEM / applied
Interactive graphics
- OpenGL/WebGL or DirectX shader pipeline (survey)
- Vertex and fragment shaders (intro)
- Scene graphs and asset pipelines
- Animation: keyframes, skinning, interpolation
- Real-time performance profiling
Projects
- Building a small interactive 3D viewer
- Implementing a software rasterizer
- Physically based rendering overview (intro)
- Collision detection basics for games
- VR/AR rendering constraints (survey)
Notes
Requires linear algebra and strong programming. API choice (OpenGL vs modern engines) varies.