These are resources related to graphics concepts that may be useful for Differentiable Rendering. For all of these things, my goal is to find the locus classicus.
Rasterization Graphics Pipelines - Rasterization is the most common grapics pipeline. It's what essentially all modern computer games use, what's implemented in OpenGL and DirectX. It's not super realistic looking, but it's really fast.
Raytracing (in one weekend) - Raytracing is much slower than Rasterization, but can generate incredible levels of realism. Raytracing is (generally) what's used in special effects/CG for films. If you've ever wondered why the cinematic trailers for video games look so great, but the game looks crappy, it's (in large part) due to the use of a ray tracing renderer for the trailer. The link is a great raytracing tutorial by Peter Shirley.
Marching Cubes - Marching cubes is an algorithm for extracting a polygon mesh from volumetric data. The 2D version of this is "marching squares".
Ray Marching - Not to be confused with marching cubes, or ray tracing, ray marching is an algorithm for rendering 3D scenes represented by Signed Distance Functions (see link below)
Signed Distance Functions (3D) - The de-facto resource on Signed Distance Functions, written by the creator (and God) of shadertoy.com Inigo Quilez
Chronology of Important Computer Graphics Ideas - This is one of my favorite sections of wikipedia. It's a timeline of graphics concepts with links to their wikipedia pages, as well as to the original paper.
Pinhole Camera Model - The Pinhole Camera Model is a simplified model of viewing (mapping from object coordinates in 3D to pixels in an image). It's useful for understanding computer graphics and many concepts in computer vision. In this model, each pixel in the image maps to a single 'camera ray'. This is the ray that gets "traced" in ray tracing, or "marched" in ray marching.