A walk through C++ from memory layout to the modern standards, with the machine underneath kept in view. Reference reading: C++ Primer Plus and CS:APP.
Building a renderer on Apple's Metal API, one stage at a time: from the first MTKView to deferred shading, tessellation and hardware ray tracing.
Shader notes written from the technical-artist side: the maths, the pipeline, and then a run of concrete effects built in ShaderLab and URP.
How Unity behaves underneath the editor: the C# it runs on, managed memory, networking, design patterns and the MonoBehaviour life cycle.
Working notes from picking up Unreal Engine 4: editor operations, Blueprint nodes, the material editor and lighting.
Complexity, the classic data structures and the algorithms built on them. Following CMU's 15-122, 15-251, 15-210 and 15-451.
Reading notes on computer-graphics literature. Numbered in the order I read them, so the sequence carries no ranking.
Project documentation from CMU's Visual Computing Systems course: a tile-based renderer and an image-processing pipeline.
A shader course written alongside Shader Canvas, the macOS workbench I built for it. Learning the material by teaching it.
Anatomy studied for drawing rather than for medicine: only the muscles that reach the surface, and the layering order in which to build them up. Reference reading: Goldfinger's Human Anatomy for Artists and Zarins' Anatomy for Sculptors.
Shading notes from the drawing side: how surface orientation, occlusion and cast shadows each produce a different kind of dark, and why confusing them flattens a drawing.