
The Curve Atelier
Pull a cubic Bézier by four handles it never touches and watch de Casteljau collapse nested averages to the curve — then line the handles up to join two segments smoothly.
A self-contained deep dive — each class is a short illustrated explainer with narration, quick checks, an interactive, and a mastery quiz. Your progress saves automatically.
Labs in Computer Graphics

Pull a cubic Bézier by four handles it never touches and watch de Casteljau collapse nested averages to the curve — then line the handles up to join two segments smoothly.

Arrange a lamp, a few walls and a diffuse object in a small room, fire light paths, and watch a grainy image converge into soft, colour-bled global illumination.

Drag roughness and metalness on a lit sphere and watch its reflection lobe tighten and tint — 'shiny' is a narrow lobe, and metal colours its highlight.
Every class is 13 cards · narrated film + illustration · 2 quick checks · an interactive · a 4-question mastery quiz. Nothing hidden — this is the complete text of What Computer Graphics Is and Where You See It.
Welcome to class one. Look at any screen near you and you are almost certainly looking at computer graphics. The crisp letters, the icons, the menus, the games, the movie where a creature that does not exist walked across a real beach. None of that was photographed. All of it was built. Computer graphics is the craft of making and changing images using code and math. It is a quiet giant of modern technology, and most people never think about it, because when it works well it is invisible. Today we survey the whole field. Where graphics shows up, what problem it solves, and the two great halves it divides into. By the end you will never look at a screen the same way, because you will know someone wrote the math that put those pixels there.
A computer's memory holds nothing but numbers. A human brain, by contrast, understands the world through images far faster than through lists of figures. Computer graphics exists to bridge that gap, turning data a machine can store into a picture a person can grasp.
Computer graphics is the discipline of using algorithms and mathematics to generate, change, and display visual images. It splits naturally into two great activities: describing a scene as data, called modeling, and turning that description into an actual picture, called rendering.
The field has a clear birth. In nineteen sixty-three, a graduate student named Ivan Sutherland built Sketchpad, a program that let a person draw directly on a computer screen. From that single demonstration grew films, games, and an entire industry.
Almost every graphics task, simple or complex, moves through the same four stages. You first describe a scene, then transform it into the viewer's frame, then decide what is actually visible, and finally compute the color of every pixel.
Let us make the idea of a scene description concrete, because this is the shape of what modeling produces. On the panel is a tiny three-dimensional scene, written as structured text. Read it from the top. First, the camera. It has a position in space, three numbers, and a point it is looking at. Three numbers for position is how we locate anything in three dimensions, and we spend a whole class on that soon. Next, a light, of type sun, with a direction. Then the objects. The first is a sphere, with a radius, a position, and a color, three numbers for red, green, and blue. The second is a plane, a flat infinite ground. And that is the entire scene. Notice what this text is. It is not a picture. You cannot see a sphere here, only a description of one. This text is the model, the recipe. To get an actual image, a separate program called a renderer must read this description and compute, pixel by pixel, what a camera at that position would see. Model first, render second.
Once you know what to look for, computer graphics is everywhere. It is not a niche craft for movie studios; it is a foundational technology woven through entertainment, work, research, and healthcare.
Let us walk one example through, so the two halves of the field lock into place. The goal, at the top, is simple. We want a finished image of a red sphere sitting on a floor. Half one, modeling. We describe the scene. We define a sphere with a center and a radius. We define a floor as a flat plane at height zero. We define a sun, a bright light from the upper left. And we define a camera, ten units back, aimed at the sphere. Look at what modeling has produced. A scene description. It is pure data, with not one pixel of an image in it yet. Now half two, rendering. The renderer takes that description and does something almost brutal in its simplicity. It loops over every pixel in the image. For a full high-definition picture, that is a little over two million pixels. For each one, it asks two questions. Which object does this pixel see? And given the sun and the material, what color should it be? Two million answers later, you have an image. Modeling describes. Rendering computes. That division of labor is the backbone of the whole field.
There is one tension that runs through this entire field and shapes nearly every choice in it. Making an image look more real almost always means more computation, and more computation means more time. The art of graphics is choosing where to spend.
Computer graphics is often confused with two neighboring fields. They all involve images, but they move in different directions. Knowing the difference clarifies what graphics actually does.
Because graphics works best when it is invisible, most people carry a few mistaken beliefs about it. Naming them now prevents confusion in every class that follows.
The world of graphics software can look chaotic, but it organizes neatly into a handful of families. Knowing the families lets you make sense of any tool you meet, and many of the best are free.
You can sharpen your eye for this field in ten minutes, with no software at all. The goal is to start seeing the graphics work that is everywhere and usually invisible to you.
Six things to carry out of class one.