A comprehensive collection of graphics programming resources covering everything from beginner tutorials to advanced ray tracing techniques, organized by topic and difficulty level.
This page contains a collection of graphics programming and adjacent resources curated by our meetup attendees.
New to graphics programming and don't know where to start? Check our curated beginner friendly resources. Want to add a resource? See guide for adding resources.
Beginner Friendly Resources
Learn OpenGL
Learn OpenGL is the definitive resource for learning real-time renderer techniques as beginners. Even though it is an OpenGL tutorial, it also teaches rendering techniques at the same time.
Beginner Friendly | OpenGL Overview | Tutorial | C++ | GLSL
Ray Tracing in One Weekend series
Series of online books teaching the basics of path tracing
Beginner Friendly | Ray Tracing/Overview | Ray Tracing/Path Tracing | Book | Tutorial | C++
CMU's introductory to Computer Graphics (2020)
A comprehensive introduction to various topics in computer graphics
Beginner Friendly | Course | Overview | Video | Assignments | Slides | C++
Tinyrenderer: Software rendering in 500 lines of bare C++
Writing a software rasterization from scratch to demonstrate how graphics APIs work.
Beginner Friendly | Rasterization/Software Rasterization | Tutorial | C++
The Graphics Codex
Free book that contains chapters on physically-based shading and rendering, coding projects, and reference pages.
Overview | Book | C++
Math For Game Devs (2020)
Four part lecture on essential math for game developers by Freya Holmér
Beginner Friendly | Math/Gamedev | Video | Assignments
3D Math Primer for Graphics and Game Development
The book focus on cover fundamental 3D math concepts for beginners
Beginner Friendly | Math/Gamedev | Book
The Ray Tracer Challenge
This book challenges you to build a Whitted-style ray tracer from scratch. Unlike many tutorials, it doesn't provide code and follows a unique test-first approach, describing only test specifications and algorithms.
Paid | Beginner Friendly | Ray Tracing/Whitted | Book
Intermediate to Advanced Resources
Dartmouth CS87 Rendering Algorithms
The course nicely fills the gap between a Ray Tracing in One Weekend style toy renderer and a more general and fully-fledged renderer that PBRT describes
Course | Ray Tracing/Overview | Assignments | Slides | C++
Physically Based Rendering: From Theory to Implementation
Comprehensive reference on physically based rendering techniques
Ray Tracing/Overview | PBR/Light Transport | Randomness/Monte Carlo | Book | C++
UPenn CIS 5650 GPU Programming and Architecture (2025)
A course that introduce GPU parallel programming with a Computer Graphics flavor
Course | CUDA | GPU Compute/Overview | Video | Assignments | Slides | C++
Vulkan Specification
It is a good idea to keep it open while doing Vulkan programming
Vulkan Specification
How to build a BVH Series
A blog post series delving into building a BVH from scratch
Ray Tracing/Acceleration Structures | Article | C++
Best Practices for Modern OpenGL
A guide about avoiding common programmer errors by using modern OpenGL (4.5+)
OpenGL | Article
VkGuide by Victor Blanco
The goal of this guide is to understand Vulkan correctly, and act as a stepping stone for then working in your own projects.
Vulkan/Tutorials | Tutorial | C++
7.3 Bounding Volume Hierarchies | Physically Based Rendering
PBRT book chapter on how to build a BVH
Ray Tracing/Acceleration Structures | Article | C++
Lecture 18: Monte Carlo Rendering (CMU 15-462/662)
An introduction to Monte Carlo ray tracing
Randomness/Monte Carlo | Ray Tracing/Path Tracing | Video
Drawing Lines is Hard
Summarizes the problem of GPU line primitives and explores a few different techniques for 2D and 3D triangulated line rendering, and accompany each with a small canvas demo.
Graphics Effects/Line/Triangulated Line | Article | GLSL
Game Programming Patterns
A free online book covering design patterns commonly used in game development
Gamedev/Overview | Book
Learn wgpu
A tutorial for the WebGPU API using Rust and the wgpu library
WebGPU/Tutorial | Tutorial | Rust
WGSL
WebGPU/Tutorial | Tutorial | GLSL | Javascript
The rendering equation
The classic Kajiya rendering equation paper introduced the "rendering equation" and the path tracing algorithm
Ray Tracing/Path Tracing | PBR/Light Transport | Randomness/Monte Carlo | Paper | Classic
TU Wien: Vulkan Lecture Series (2021)
Lecture series on Vulkan programming from TU Wien
Course | Vulkan/Tutorials | Video | Slides | C++
WebGL2 Fundamentals
An introduction to 2D and 3D computer graphics using WebGL2
WebGL | Tutorial | GLSL | Javascript
WebGPU Fundamentals
A series of lessons or tutorials about webgpu
WebGPU/Tutorial | Tutorial | GLSL | Javascript
An Improved Illumination Model for Shaded Display
This is Turner Whitted's original Ray Tracing paper
Ray Tracing/Whitted | Paper | Classic
Lecture 19: Variance Reduction (CMU 15-462/662)
An overview various variance reduction techniques for Monte Carlo rendering, covering bidirectional path tracing, Metropolis-Hastings algorithm, MIS, stratified Sampling, low-discrepancy sampling, blue noise, photon mapping, and finite element radiosity
Randomness/Variance Reduction | Randomness/Monte Carlo | Ray Tracing | Video
Instanced Line Rendering Part I
Builds on the foundation from "Drawing Lines is Hard" and uses instance rendering to draw lines
Graphics Effects/Line/Triangulated Line | Article | GLSL | JavaScript
A Survey on Bounding Volume Hierarchies for Ray Tracing
Excellent overview paper on BVH
Ray Tracing/Acceleration Structures | Paper
Compute Shader Glossary
A glossary of terms used in compute shader programming. Provides cross-API comparisons
GPU Compute/Overview | CUDA | DX12/Compute | Vulkan/Compute | Metal/Compute | WebGPU/Compute | Article
Game Loop - Game Programming Patterns
Chapter from Game Programming Patterns explaining different design decisions for a game loop
Gamedev/Game Loop | Physical Simulation/Stability | Article
Instanced Line Rendering Part II: Alpha blending
Continues instanced line rendering, introducing alpha-blending for triangulated lines.
Graphics Effects/Line/Triangulated Line | Article | GLSL | JavaScript
Implementing a tiny CPU rasterizer
Blog post series on implementing a CPU rasterizer from scratch
Rasterization/Software Rasterization | Tutorial | C++
Tone Mapping
Introduces the theory of tone mapping and discusses commonly used tone mapping operators
Color/Tone Mapping | Article
Robust Monte Carlo Methods for Light Transport Simulation
the Academy Award-winning Ph.D. thesis by Eric Veach. It starts from bidirectional light transport algorithms and introduces multiple importance sampling and Metropolis light transport
Ray Tracing/Path Tracing | PBR/Light Transport | Randomness/Monte Carlo | Randomness/Variance Reduction/Importance Sampling | Paper | Classic
vk_mini_path_tracer
A relatively small, beginner-friendly path tracing tutorial using Vulkan's ray tracing API
Vulkan/Ray Tracing | Ray Tracing/API | Tutorial | C++ | GLSL
Advanced Global Illumination
An advanced book focused on light transport theory for global illumination.
PBR/Light Transport | Book
Edge-Avoiding À-Trous Wavelet Transform for fast Global Illumination Filtering (2010)
Classic paper introducing a fast and simple filter for ray tracing denoising.
Randomness/Denoising | Ray Tracing | Paper | Classic
Barycentric Coordinates
An interactive introduction to barycentric coordinates. It starts with linear-interpolation and generalize it to triangles and higher-dimensions.
Math/Gamedev | Article
Rendering Resources | Benedikt Bitterli
Scenes in Tungsten, Mitsuba, and pbrt-v4 formats
Assets/Models | Assets/Scenes | List
Algorithms for Modern Hardware
Free online book focusing on high-performance computing on CPU
System Programming/Performance | Book
Better Code: Concurrency - Sean Parent
This talk uses the primitives supplied by C++14 to build a simple task system. It discussing the issues with usage of mutexes for shared data and introducing concurrent queues and thread pools
System Programming/CPU Concurrency | Video | C++
Adventures in Hybrid Rendering (2021)
A blog post on implementing a hybrid ray tracing rendering pipeline
Ray Tracing/Hybrid Rendering | Article
Lecture 10: Meshes and Manifolds (CMU 15-462/662)
Great overview, and also spend significant time on the half-edge data structure
Geometry/Data Structures | Video
Depth Precision Visualized
A visual explanation of floating-point depth buffer precision, and introduces nonlinear depth mapping
Numerics/Depth | Numerics/Floating Point | Article
What is direct lighting (next event estimation) in a ray tracer?
An explanation of direct lighting and next event estimation in ray tracers
Ray Tracing/Next Event Estimation | Randomness/Variance Reduction/Importance Sampling | Article
Data-Oriented Design
This book is a fabulous read to get a deeper understanding of what data-oriented design is about. It goes beyond the often-mentioned cache misses, SOA, ECS, or anti-OOP rants.
System Programming/Data-Oriented Design | Book
Arseny Kapoulkine: Writing an efficient Vulkan renderer (2020)
Best practices for writing a high-performance Vulkan renderer
Vulkan/Best Practices | Performance/API Usage | Article
5 ways to draw an outline
Discussed 5 techniques for rendering an outline around an object
Graphics Effects/Line/Outline | Article
Fix Your Timestep! (2004)
Classic article on implementing a fixed timestep game loop for stable physics simulation.
Gamedev/Game Loop | Physical Simulation/Stability | Article
Gimbal lock confusion
A stackoverflow answer on why the Gimbal lock occurs
Math/Gamedev | Math/Rotation | Article
Graphics Pipelines for Young Bloods
Describes forward/defered shading techniques and various tradeoffs
Rasterization/Shading Techniques | Article
High-Performance Software Rasterization on GPUs (2011)
A paper describing high-performance software rasterization techniques running on GPUs.
Rasterization/Software Rasterization | GPU Compute/Applications | Paper
Sascha Willems's How to Vulkan in 2026
A minimalist tutorial from Sascha Willems on how to use the Vulkan graphics API in 2026. The idea is to get people started with rasterization in Vulkan using commonly supported features to make the API easier to use.
Vulkan/Tutorials | Tutorial | C++
Experiments in Hybrid Raytraced Shadows
Explores combining rasterization and ray tracing for shadow rendering
Ray Tracing/Hybrid Rendering | Graphics Effects/Shadows/Raytraced | Article
Immersive Linear Algebra
Free online linear algebra book with fully interactive figures
Math/Linear Algebra | Book
John Chapman SSAO Tutorial (2013)
A tutorial on implementing SSAO
Graphics Effects/Ambient Occlusion/SSAO | Article
Learn OpenGL guest article: Cascaded Shadow Mapping
Learn OpenGL guest article on cascaded shadow mapping, which resolves the resolution issues of the naive shadow mapping
Graphics Effects/Shadows/Shadow Mapping | Article
GLSL Megakernels Considered Harmful: Wavefront Path Tracing on GPUs (2013)
Introduced wavefront path tracing
Ray Tracing/GPU | Paper | Classic
Memory allocation strategies article series
A series of articles talking about custom memory allocators, starting from the simple arena allocators, to more complicated ones like the stack allocators, pool allocators, free list allocators, and finally buddy allocators.
System Programming/Memory Management | Article
NVIDIA Vulkan Ray Tracing Tutorials
This repository provides a comprehensive learning resource for Vulkan ray tracing, featuring a progressive step-by-step tutorial that transforms a rasterization application into a fully functional ray tracing implementation
Vulkan/Ray Tracing | Ray Tracing/API | Tutorial | C++
Parallel Prefix Sum (Scan) with CUDA (2007)
A classic reference on implementing a work-efficient parallel prefix sum algorithms
CUDA | GPU Compute/Parallel Algorithms | Paper | Classic
Percentage-Closer Soft Shadows
NVIDIA paper introducing Percentage-Closer Soft Shadows (PCSS), based on shadow mapping and percentage‐closer filtering (PCF)
Graphics Effects/Shadows/Shadow Mapping | Paper
The Book of Shaders
The author introduces shaders from an artistic perspective, and the book covers many topics that more engineering-focused resources such as "Learn OpenGL" won't cover.
Beginner Friendly | Shader Art | Book
TinyBVH
Single-header zero-dependency BVH construction and traversal library
Ray Tracing/Acceleration Structures | Tools | Repository | C++
Visualizing quaternions by 3blue1brown
A great intereactive introduction/refresher for quaternions. It focuses on intuition rather than mathematical definitions
Math/Rotation | Math/Quaternions | Article | Video
VK_KHR_dynamic_rendering tutorial
This tutorial shows how to use the VK_KHR_dynamic_rendering extension in Vulkan. It shows the steps required to load the extension, use it, and how it affects related components such as pipeline creation
Vulkan/Dynamic Rendering | Article | C++
3D Graphics Rendering Cookbook
A book that covers and compares both the OpenGL and Vulkan APIs, while also covering various recipes about making a renderer.
Paid | Vulkan/Tutorials | OpenGL | Book | C++
Foundations of Game Engine Development, Volume 1: Mathematics 1st Edition
Introduces math routines with implementations. It also touches Grassman algebra
Paid | Math/Gamedev | Math/Geometric Algebra | Book
Mathematics for Computer Graphics
comprehensive range of mathematical techniques and problem-solving strategies associated with computer graphics
Paid | Math/Gamedev | Book
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