A lot of resources ("lessons") about Computer Graphics. Especially describes
the whole 3D pipeline: triangle rasterization (projection, coverage test,
depth management, etc.).
How OpenGL works: software rendering in 500 lines of code
Another set of lessons to build a rendered.
Explanation of gamma. Takeover: most operations (gradient, blending, etc.)
must be done in linear space and in floating-point to be correct. Using sRGB
space as if it is linear is wrong.
"YUV and Luminance considered harmful". Takeover: "luminance" (Y') in
computer graphics is not the same as "lumninance" (Y) in color science (i.e.
CIE luminance). We should avoid the terms YUV and "luminance" and use the
correct "Y'C_BC_R" and "luma" terms instead.
Describe how difficult it is to handle input events with the experience of