01 · Hello, triangleBuffers, shaders, and what the rasterizer interpolates.
02 · Transformations and their orderT, R, S in all six orders, with every intermediate frame drawn.
03 · Camera and projectionlook_at, perspective and orthographic view volumes, seen from outside.
04 · Lighting and shadingThe Phong reflection model evaluated per face, per vertex, and per fragment.
05 · Texture mappingFiltering, mipmaps, wrap modes, and perspective-correct interpolation.
06 · Ray tracingPrimary, shadow, and reflection rays in a fragment shader.
07 · Collision detection with bounding volumesBroad phase with circles or AABBs, narrow phase with the separating axis theorem.