Intro to Graphics Concepts
summary
Covers concrete, usable claims: how color maps to numbers (visible spectrum 400–750 nm) and why channels use 0–255 per channel; how audio and images quantize (CD quality 44100 16-bit sampling and 8‑bit limits); how the GPU pipeline actually runs vertex and fragment shaders, with the saturation shader example that converts RGB to grayscale; why projection matrices and vertex transforms move models from object space to world space; practical tooling: Blender exports, Processing, three.js, Unity/Unreal, and Metal as next steps.
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chapters (11)
- 0:00Intro
- 0:28Janie Clayton
- 8:34Bit depth (audio)
- 11:21What are Shaders?
- 11:59Vertex Shader
- 15:38Fragment Shader
- 19:36Texture Mapping
- 22:31Good Beginning Frameworks * For 108: Core Graphics, Scenekit, or Core Animation
- 25:37Math to Become Familiar With
- 26:52Good Resources
- 27:48Encouragement
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