I am familiar with the basic concepts of writing vector and fragment shaders while using linear transformation matrices to describe orientations in 3D space.
But, what other paradigms exist (theoretical or not)?
Computer Graphics Stack Exchange is a question and answer site for computer graphics researchers and programmers. It only takes a minute to sign up.
Sign up to join this communitySeveral other rendering paradigms exist aside from conventional rasterization of triangles using vertex and fragment shaders.
However, all rendering algorithms use linear transformation matrices. That's not part of the "paradigm" so much as it's the basic machinery for manipulating objects, the camera, etc in 3D space. It would be hard to do anything interesting without it.