The final will be on Wednesday.  You can have notes.  

What have we talked about?
	The stuff on the calendar plus textures
	Shaders: (know these well)
		Pipeline (like what order they go in)
		Vertex (especially these)
		Tessellation control and evaluation
		Geometry
		Fragment (and these)
		Compute
	GLSL:
		Code will be in GLSL or C++
		So, the examples must all make sense!
	3D/4D matrix operations:
		I'll minimize this aspect
		Remember model, view, projection
	3D/4D vector operations:
		I can't avoid these
		normalization, direction vs. magnitude, coordinate systems
		dot product
		what cross product does
	Lighting!
		Diffuse lighting, point sources, and ambiant lighting
				NOT phong, blinn, etc.
	OpenGL:
		The demos we've done so far
			Especially the ones that had a lab based on them
	Textures and texturing
	Vulkan, in principle, I really can't as you to write vulkan code on a test
	Ray tracing!  Especially the parts we've changed in lab
		shader types:  ray generation, closest hit, miss
		Questions like:  How do you do shadows with ray tracing?
		acceleration structure, bottom-level and top-level
		where things are, like what if you wanted a geometry shader?

Study:
	Understand the examples and labs very well, especially the labs