Graphics Processing: an interactive computer graphics course
Graphics Processing is an interactive computer graphics course that follows a triangle all the way from a 3D model to coloured pixels on your screen. Its 25 sections cover why GPUs have thousands of cores, pixels and the frame buffer, meshes, the rendering pipeline, coordinate spaces and matrix transforms, rasterisation, fragment shaders, depth testing, textures, lighting and graphics APIs.
Each step has a live demo: you rotate a triangle with a matrix, watch a scan light up the pixels inside it, run small shaders on a pixel grid and move a light across a surface.
What the computer graphics course covers
| Sections | Topic | What you do |
|---|---|---|
| 1 to 3 | What graphics processing is, and CPU vs GPU | Race a 4-core CPU against a 64-core GPU, then sort tasks between them |
| 4 to 5 | Pixels and the frame buffer | See each pixel's three bytes in memory, then size a frame buffer |
| 6 to 7 | Triangles, vertices and meshes | Turn 3D meshes, then count triangles and vertices |
| 8 to 10 | The rendering pipeline and coordinate spaces | Follow one vertex from model space to the screen, then order the stages |
| 11 to 12 | Transforms with matrices | Translate, scale and rotate a triangle, then transform a vertex yourself |
| 13 to 15 | Rasterisation and blending | Watch pixel centres tested against a triangle's edges, then pick the pixels that light up |
| 16 to 17 | The fragment shader | Run GLSL shaders on a pixel grid, then write the vec4 for a colour |
| 18 to 19 | Depth testing | Draw near and far triangles with the depth test on and off, then pick the winning fragment |
| 20 to 21 | Textures and UV coordinates | Trace how a fragment reads its texel, then sample a texture |
| 22 to 23 | Diffuse lighting | Use the dot product of the normal and the light direction |
| 24 to 25 | Graphics APIs | Match graphics APIs to what they are for |
Why GPUs exist
A full HD screen has 1920 × 1080 pixels, and at 3 bytes each one frame needs 6,220,800 bytes, about 6 MB, redrawn around 60 times a second. Every pixel can be worked out on its own, so a GPU runs the same small program on thousands of simple cores at once, where a CPU has a few powerful cores built for long chains of dependent steps.
The pipeline
Every frame passes through the same stages. The vertex shader moves each corner through model, world, view and screen space using matrices. Rasterisation finds which pixel centres fall inside each triangle, blending corner values such as colour across it. The fragment shader chooses each pixel's final colour, the depth test keeps the nearest surface, and textures and lighting add detail.
Try a question from the course
GPUs draw everything as triangles, so a flat square is split into two. This grid is 3 squares across and 2 up, so it has 3 × 2 = 6 squares and 6 × 2 = 12 triangles. The corners form a grid of 4 × 3 = 12 vertices, because neighbouring triangles share them.
Now count the triangles or vertices in a new mesh, then press Mark to check your answer in the course.
Count the triangles or vertices in small flat meshes: grids of squares and fans.
Press Mark to have your answer marked in the Graphics Processing course.
Who this course is for
- Game and app developers who use an engine and want to know what happens underneath.
- Computing students meeting the CPU and GPU, pixels and image representation, who want the full picture.
- Anyone curious about what a graphics card actually does with all those cores.
What you need to know first
The course page lists Programming Languages and Trigonometry. You will meet short GLSL shader code, rotations by 90, 180 and 270 degrees, and vectors with a dot product, all explained as they come up. The Vectors Calculator helps with the dot product.
How long it takes
There are 25 sections and most take a few minutes. Learners without a plan can open two sections of a course a day, in order, so the whole course takes 13 days. A plan removes the daily limit and lets you go straight to any topic, such as shaders or lighting.
Common questions
Is this computer graphics course free?
How does a GPU work?
What is the rendering pipeline?
What is a shader?
Why do GPUs use triangles?
Do I need to know how to code?
Revision cards
Say the answer first, then flip the card to check it.
Where to go next
- Solve it
Vectors Calculator
Visualise magnitude, direction and operations
Open the tool - Learn it
Graphics Processing
Shaders, pipelines and the GPU architecture behind real-time rendering
Start the course