- Hierarchy of spaces and frames
- Homogeneous representation of vectors and points
- Homogeneous transformations
- Differences between vector and point transforms
- Transforming normal vectors
- Implications of affine invariance for graphics
- Basic differential geometry
- Text Chapter 2

- Basic geometric models
- Text Chapter 3
- Implicit vs. parametric models
- Volume vs. surface models
- Convex polyhedra using planes
- Constructive solid geometry principles
- General polyhedra using BSP trees

- Radiometry and lighting basics
- Text Chapter 5
- Text Chapter 9.1-9.3
- Text Chapter 10.1

- Texture, bump, displacement mapping
- Text Chapter 10.2, 11.1-11.5

- Point and infinite (directional) light sources
- Text Chapter 12.1-12.3

- Basic sampling and antialiasing principles
- Text Chapter 7.1-7.2,11.2

- All material in the online notes
- Don't worry about syntax of pbrt classes
- Concentrate on principles and intuition
- Understand formulas rather than memorizing them