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