News (August, 31): We are working on Scratchapixel 3.0 at the moment (current version of 2). The idea is to make the project open source by storing the content of the website on GitHub as Markdown files. In practice, that means you and the rest of the community will be able to edit the content of the pages if you want to contribute (typos and bug fixes, rewording sentences). You will also be able to contribute by translating pages to different languages if you want to. Then when we publish the site we will translate the Markdown files to HTML. That means new design as well.
That's what we are busy with right now and why there won't be a lot of updates in the weeks to come. More news about SaP 3.0 soon.
We are looking for native Engxish (yes we know there's a typo here) speakers that will be willing to readproof a few lessons. If you are interested please get in touch on Discord, in the #scratchapixel3-0 channel. Also looking for at least one experienced full dev stack dev that would be willing to give us a hand with the next design.
Feel free to send us your requests, suggestions, etc. (on Discord) to help us improve the website.
And you can also donate). Donations go directly back into the development of the project. The more donation we get the more content you will get and the quicker we will be able to deliver it to you.
Mathematics for Computer Graphics
Most common mathematical tools/techniques used in computer graphics/computer vision. Go through the lessons of the basic section first, and then eventually start reading these lessons as you go along.
Jacobi Transformation and Eigenvalue Algorithm
Introduction to Frequency Analysis
3D Rendering for Beginners
Best read in chronological order (top to bottom).
Accelerating 3D rendering
This series of lessons marks the beginning of the advanced section in which we will explore various modern ray-tracing frameworks and/or solutions. Best read in chronological order. This section is currently being written (Q3/Q4 2022) and will consequently be regularly changing.
Ray-Triangle Intersection Methods
Ray-Quad Intersection Methods
Light Transport Algorithms
The science behind making pretty pictures.
Volumetric Path Tracing (Stochastic Method)
Methods to define shapes in computer graphics.
Procedural Generation of Virtual Worlds
Methods to procedurally generate content.
Lessons that need a re-write or don't belong anywhere else.