Resources:
| Math & Physics: | Coordinate system Navigation | 
| PL & Data Structures: | Model-Entity Array scene graph | 
| Software Engineering: | Compilation environment (g++/MSVC/icompile) Revision control (svn) Modeling test cases (in .scn.any) Programmatically creating data | 
| Visual Art: | Working in 3D space Abstracting shape Modeling from reference | 
Resources:
| Math & Physics: | |
| PL & Data Structures: | Indexed triangle mesh Texture coordinates Reading images Using parametric polymorphism (templates) Reference counting (shared_ptr) | 
| Software Engineering: | Working from a specification Team software development File format standards Code review Debugger (gdb/MSVC) | 
| Visual Art: | Lighting Photoshop Seamless tiling | 
Resources:
| Math & Physics: | Ray-triangle intersection Direct illumination | 
| PL & Data Structures: | Using a k-d Tree Writing images Image buffer Closures (C++ functor) Kernel-based concurrent programming | 
| Software Engineering: | Scheduling Team management Documentation | 
| Visual Art: | Field of View Viewpoint Scale | 
Resources:
| Math & Physics: | Shadows Specular reflection Antialiasing | 
| PL & Data Structures: | |
| Software Engineering: | Designing for reuse Large team programming Conducting an experiment Automated tests and experiments | 
| Visual Art: | Color theory Dynamic range | 
Resources:
| Math & Physics: | Deep dive into radiometry Importance sampling Russian roulette Rejection sampling | 
| PL & Data Structures: | Working from scientific papers Hash grid Implementing polymorphism (C++ traits and overloading) Iterators | 
| Software Engineering: | Software architecture | 
| Visual Art: | Depth of field Vignetting Contact shadows | 
Resources:
Resources:
| Math & Physics: | Motion blur Affine transformations Splines | 
| PL & Data Structures: | Register machine model Object, World, and Camera spaces Massively parallel programming Functional programming | 
| Software Engineering: | Interactive debugging | 
| Visual Art: | Animation | 
Resources:
| Math & Physics: | Rigid body physics Collision detection Projection onto arbitrary surfaces | 
| PL & Data Structures: | Scene graph Writing your own specification | 
| Software Engineering: | HCI | 
| Visual Art: | Framing and composition for a dynamic camera | 
Resources: