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Computer Graphics

Intermediate

Computer graphics is the field of study and practice concerned with generating, manipulating, and representing visual content using computers. It encompasses everything from the mathematical foundations of rendering three-dimensional scenes to the design of user interfaces and the creation of digital art. At its core, computer graphics bridges mathematics, physics, and computer science to solve the fundamental problem of converting abstract data into images that humans can perceive and interpret.

The discipline traces its origins to Ivan Sutherland's Sketchpad system in 1963, which demonstrated that computers could be used for interactive visual creation. Since then, the field has evolved rapidly through landmark developments including Phong shading, texture mapping, ray tracing, and the graphics processing unit (GPU). These advances have transformed industries ranging from film and video games to scientific visualization, medical imaging, architecture, and virtual reality.

Modern computer graphics is divided into several major subfields: real-time rendering (used in games and simulations), offline rendering (used in film production), computational geometry, image processing, and visualization. The rise of programmable GPU pipelines, physically based rendering, and neural rendering techniques continues to push the boundaries of visual realism and computational efficiency, making computer graphics one of the most dynamic and impactful areas of computer science.

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Curriculum alignment— Standards-aligned

Grade level

Grades 9-12College+

Learning objectives

  • Identify the mathematical foundations of computer graphics including transformations, projections, and color models
  • Apply rasterization and ray tracing algorithms to render three-dimensional scenes with realistic lighting effects
  • Analyze shading models, texture mapping, and global illumination techniques for photorealistic image synthesis
  • Design real-time rendering pipelines that balance visual quality with computational performance for interactive applications

Recommended Resources

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Books

Fundamentals of Computer Graphics

by Steve Marschner & Peter Shirley

Real-Time Rendering

by Tomas Akenine-Moller, Eric Haines & Naty Hoffman

Ray Tracing in One Weekend (series)

by Peter Shirley

Physically Based Rendering: From Theory to Implementation

by Matt Pharr, Wenzel Jakob & Greg Humphreys

Courses

Interactive Computer Graphics

CourseraEnroll

Computer Graphics (CS184/284A)

UC Berkeley (YouTube)Enroll
Computer Graphics - Learn, Quiz & Study | PiqCue