These are fun things to implement in GLSL shaders
Shadow mapping for distant lights (deferred)
L<http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-16-shadow-mapping/>
# Easily also for directional lights
# Need six-cubemap for local undirected lights
What is needed to make a tube race track from a (deformed+extruded) circle?
Look at IQs article for VR rendering http://www.iquilezles.org/www/articles/stereo/stereo.htm
http://victorbush.com/2015/01/tessellated-terrain/
https://github.com/tijutv/GPU-Terrain-Generation
https://github.com/NVIDIAGameWorks/GraphicsSamples
http://research.microsoft.com/en-us/um/people/hoppe/proj/gpugcm/