15yo seeking advice for studying mathematics beyond my grade for graphical engineering.
Hi everyone,
I’m a 15-year-old trying to get into low-level graphics programming. My ultimate goal is to learn c++ and the Vulkan api to build a ray tracer and eventually a path tracer.
I know this requires a lot of heavy mathematics. Right now, I’ve just finished the equivalents Algebra 1 and basic High school geometry (Euclid’s geometry, coordinate system introduction, shapes). I also know early algebra 2 topics like systems of linear equations, polynomials, and quadratic equations. However, I have not learned trig yet.
Based on my research, here are the specific mathematics topics I need. I am looking for advice, textbook recommendations, online tutorials, courses, anything I can find to bridge the gap from where I am now to these topics:
- Linear algebra (My priority)
Vectors—vector spaces, addition, scaling, dot products, cross products.
Matrices—matrix multiplication, determinants, inverses and 3d affine transformations.
Coordinate spaces—changing bases, transforming between different coordinate systems and such.
- Geometry and trig
Parametric equations—expressing lines and rays
Geometric intersections
Spherical coordinates
- Calculus and probability (For path tracing, I believe I’m going to eventually need this)
Integral calculus
Probability & statistics
Monte Carlo methods
Are there any specific resources that teach these concepts with a focus on visual intuition and understanding to implement these concepts through complex problems that demand critical thinking?
I’ve heard 3blue1brown is pretty good and I started doing his essence of linear algebra playlist.
Honestly, I didn’t fully knew what mathematics’ topics is needed for graphics programming, i only knew some topics’ names, therefore I used Gemini to find out what is needed. It might be that it stated some topics that I don’t really need or missed some topics i need, either way feel free to suggest!
Thank you!
Posted May 28, 2026, 10:47 AM UTC