CG SET study materials
CG SET study resources

CG SET study plan

CG SET · Give each week a clear focus.

8 weeks · About 6 hours per week

Week 1

Graphics Mathematics and Geometry

  • Derive and use the 4x4 affine transform matrices for translation, rotation, and non-uniform scale, then multiply them in both row-vector and column-vector conventions and verify that the results agree.

  • Compute a 3D rotation about an arbitrary unit axis with Rodrigues' formula and confirm it against the quaternion sandwich product on at least three test vectors.

  • Convert between model, view, and clip space by hand for two sample points, including the perspective divide, and state which coordinate is lost at each stage.

  • Classify handedness, winding order, and normal direction conventions, then predict the sign of a face normal for eight given triangle vertex orderings.

  • Solve five line-plane and ray-triangle intersection problems analytically, including the barycentric coordinates of each hit point.

Your checkpoint

A one-page handwritten formula sheet plus a worked problem set of 15 solved transform and intersection exercises, each with a numeric answer checked by a small script.

Week 2

Rasterization and Rendering Pipeline

  • Trace a single triangle through the full fixed-function pipeline stages and write down the input and output data of each stage.

  • Implement or hand-simulate a scanline or barycentric triangle rasterizer on a 6x6 pixel grid, listing every covered pixel and its interpolated depth.

  • Apply the z-buffer and painter's algorithm to the same overlapping scene and identify a configuration where the painter's algorithm fails.

  • Derive the perspective-correct interpolation of a per-vertex attribute and compare it with naive screen-space linear interpolation on a foreshortened quad.

  • Explain and compute the effect of backface culling, clipping against the near plane, and viewport mapping on a given set of vertices.

Your checkpoint

A written walkthrough of one triangle from vertex data to final pixel colors, including a hand-drawn 6x6 coverage mask and interpolation table.

Week 3

Shading, Lighting, and Global Illumination

  • Compare Lambert, Phong, and Blinn-Phong specular models by computing shading values at five angles and identifying where each model diverges.

  • Set up and solve the rendering equation for a simple direct-lighting case, and state clearly which terms are approximated in real-time shading.

  • Derive the Monte Carlo estimator and show why dividing by the probability density function yields an unbiased estimate, using a cosine-weighted hemisphere example.

  • Contrast path tracing, photon mapping, and radiosity in terms of transport handled, bias, and variance, and match each to a scene type where it is preferred.

  • Compute a form factor or ambient occlusion approximation for a simple corner geometry and interpret the result physically.

Your checkpoint

A comparison table of five shading and global illumination techniques with worked numeric examples, plus a short derivation of the Monte Carlo estimator.

Week 4

Texture Mapping and Image Processing & Geometric Modeling and Curves/Surfaces

  • Implement or hand-compute bilinear, trilinear, and anisotropic filtering on a small mip chain and compare the resulting color for a steeply angled surface.

  • Explain UV mapping, wrapping modes, and texture atlas bleeding, and propose a concrete fix for seam artifacts.

  • Evaluate a Bezier curve with de Casteljau's algorithm at four parameter values and verify the result with the Bernstein polynomial form.

  • Derive the first derivative of a cubic B-spline basis and explain C0 versus C1 versus C2 continuity at a knot.

  • Compare polygon meshes, NURBS, and subdivision surfaces for a character model and a mechanical part, justifying each choice.

Your checkpoint

A worked curve and surface problem set of 10 exercises (Bezier, B-spline, subdivision step) plus a filtering comparison table with computed sample colors.

Week 5

Rasterization and Rendering Pipeline & Graphics Hardware and Real-Time APIs

  • Map each programmable pipeline stage (vertex, tessellation, geometry, fragment, compute) to its inputs, outputs, and typical cost.

  • Explain the role and cost of early-z, deferred versus forward rendering, and MSAA, and choose an approach for a given scene and target frame budget.

  • Distinguish draw call overhead, state changes, and bandwidth limits, and estimate which one dominates for a described frame.

  • Describe the memory hierarchy and latency hiding in a GPU, and explain why occupancy and coherence matter for a fragment shader.

  • Sketch the data flow for a shadow-mapping pass and identify where precision and aliasing problems arise.

Your checkpoint

A frame-budget analysis for a described scene: per-stage cost estimates, the identified bottleneck, and two justified optimization choices.

Week 6

Animation and Simulation Fundamentals & Color Science and Display

  • Derive and apply the forward kinematics of a two-link arm, then compute the inverse kinematics solution for three target positions.

  • Explain keyframe interpolation, slerp versus lerp for rotations, and gimbal lock, and demonstrate the failure with a concrete Euler-angle sequence.

  • Integrate a simple particle system with explicit Euler and semi-implicit Euler, and show how step size changes stability.

  • Convert between RGB, linear RGB, and CIE XYZ for three sample colors, and explain why shading must happen in linear space.

  • Compare sRGB, Rec.709, and Display P3 gamuts and explain gamma correction, tone mapping, and perceptual uniformity (CIELAB) with numeric examples.

Your checkpoint

A kinematics and color conversion worksheet: three solved IK problems, one stability comparison, and three color-space conversions with intermediate values shown.

Week 7

Graphics Mathematics and Geometry & Shading, Lighting, and Global Illumination

  • Re-derive the key formulas from weeks 1 and 3 from memory and check them against the week 1 formula sheet.

  • Solve 20 mixed problems combining transforms, intersection tests, shading models, and sampling under timed conditions.

  • Diagnose and correct the three most common errors in your earlier worked sets, documenting the root cause of each.

  • Explain the rendering equation and the Monte Carlo estimator aloud in under five minutes without notes.

Your checkpoint

A timed 20-problem mixed set with a scored answer key and a short error log listing each mistake and its cause.

Week 8

Professional Practice, Ethics, and Pedagogy

  • Apply a structured ethical decision framework to three scenarios involving asset licensing, attribution, and generative content.

  • Outline a 50-minute lesson on rasterization for undergraduates, including learning objectives, an activity, and an assessment item.

  • Build a two-page condensed review sheet covering all nine domains, with at least three formulas per heavy domain.

  • Take one full-length timed practice run and record per-domain accuracy to target final review.

Your checkpoint

A complete teaching outline plus a two-page review sheet and a scored practice-run report with per-domain accuracy.

Milestones

Week 2: Can trace a triangle through every pipeline stage and hand-rasterize it on a grid with correct depth and interpolated attributes, scoring at least 80% on a self-made 10-question pipeline quiz.

Week 4: Can evaluate a cubic Bezier by two methods and explain mip filtering without notes, with the week 4 problem set fully solved and self-graded.

Week 6: Can solve two-link inverse kinematics and convert sRGB to linear and back correctly for three colors, with all week 6 worksheet items answered.

Week 8: Scores at least 75% overall on the timed practice run with no domain below 60%, and has both the teaching outline and the two-page review sheet complete.