Essence of Linear Algebra
3Blue1Brown
Fifteen short films that turn matrices from a table of numbers into a motion. If one thing on this page changes how you see the subject, it is this.
Learn
37 hand-picked resources across graphics and game development. Not a link dump — every one says why it earns your evenings, and they are arranged so each stage makes the next one easier. Most are free. Every link is checked.
21 resources
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The labs on this site cover the spine of this path — transforms, projection, the pipeline, light. This is where to go for the parts a browser tab cannot hold: the proofs, the depth, and the people who explain it best.
Before any API. Graphics is linear algebra you can see, so start with the people who make it visible.
3Blue1Brown
Fifteen short films that turn matrices from a table of numbers into a motion. If one thing on this page changes how you see the subject, it is this.
Ström, Åström & Akenine-Möller
A linear algebra book where every figure is draggable. The same idea as this site, applied to the maths underneath it.
Bartosz Ciechanowski
The high-water mark for interactive explanation on the web. Read the ones on lights, cameras and curves, then read the rest anyway.
Freya Holmér
Splines, quaternions and the geometry you actually reach for, taught with unusual care about why the standard explanation confuses people.
What the GPU does with your vertices, and the API you use to tell it.
Gregg Tavares
The best WebGL introduction there is, and refreshingly willing to say which of the conventions you have been taught are arbitrary.
Gregg Tavares
The sequel, for when you want instancing, transform feedback and the things WebGL1 makes painful.
Joey de Vries
The canonical modern OpenGL course. Chapter for chapter it is still the clearest tour of the whole pipeline, and it translates directly to WebGL.
MDN
The reference you will keep open in a second tab. Accurate about what each call actually requires.
Scratchapixel
Derives rasterisation and ray tracing from first principles, with the algebra written out. Where to go when you want the proof, not the recipe.
The part where you stop arranging other people’s pixels and start computing your own.
Patricio Gonzalez Vivo & Jen Lowe
Fragment shaders taught as a craft, with an editable canvas on every page. Unfinished for years and still the best starting point.
Inigo Quilez & Pol Jeremias
Thousands of shaders you can read and edit live. The fastest way to see how far a single fragment function can be pushed.
Inigo Quilez
Signed distance functions, raymarching, noise and analytic tricks, from the person who worked most of them out.
Shading models, materials, and the physics they are approximating.
Peter Shirley and contributors
You will have written a working ray tracer by Sunday evening. Nothing else teaches the light transport ideas so quickly.
Pharr, Jakob & Humphreys
The field’s standard reference, free online, and a literate program you can read end to end. Also an Academy Award winner, which is rare for a textbook.
The clearest write-up of a real-time PBR implementation, with every approximation and its cost stated plainly.
Akenine-Möller, Haines & Hoffman
The companion site to the field’s reference book: a maintained index of papers, courses and links for nearly every real-time topic.
WebGPU is where the web is going. The concepts carry over; the API is stricter and far more capable.
Gregg Tavares
The same clarity as the WebGL series, aimed at the API that replaces it. Start here rather than at the spec.
MDN
Reference for the API surface, including the bits the tutorials skip over.
Vercel Labs
A small WebGPU library with typed WGSL imports that runs the same code in the browser, in Node, and in tests. Good once you know what it is abstracting.
Ricardo Cabello and contributors
When you want a scene rather than a pipeline. Worth learning after the fundamentals, so you know what it is doing for you.
Bruno Simon
The most thorough Three.js course available, and unusually strong on shaders. Paid, and generally judged worth it.