1. Do you mean graphics algorithms? Like how to turn concepts into pixels? Offline rendering for film is nearly the same as realtime video game rendering from a math perspective... just the techniques / estimations to simulating light must be way faster for video games and GPU coded.
Offline rendering for movies can take hours per frame. That's why 3d movie scenes look so much better.
2. Do you mean GPU programming specifically? Whether you render realtime like in a video game, or offline for hours, GPU programming is a specialized skill set. GPUs are faster at many parallel programming tasks that show up in rendering.
3. Do you want a toy? An offline, simple renderer can be built in under 100 lines of code. https://www.kevinbeason.com/smallpt/
4. Do you want to handle other objects (ex: triangles?) Features that video game programmers care about? (Ex: Uber Shaders?). Features movie producers care about? (Unbiased rendering??). These are all specialized skills above and beyond the basic concepts.
-----------
Rasterization, even today on 2024, remains the bulk of rendering for realtime video games even as modern GPUs and Programmers have added a little bit of raytracing.
Rasterization conceptually is related to the painters algorithm but a bit more optimized. Draw things furthest away from the camera: then draw nearer things 'over' the old stuff until you've drawn everything.
It's pretty easy to draw just one object in the screen given its relative position, and it's alleged color (or textures: which define what sequence of colors it has on its surface). And a BSRF (a mathematical definition of how light interacts with that object). You will likely start with an easy Phrong shader/BSRF but Phrong shading is just for beginners to get started. More realistic and more convenient algorithms (ex: the Uber Shader) are known today that are used in practice. But it's all just simulating light and how it scatters on a surface. Studying new BSRF functions and figuring out which ones to use in different circumstances is a lot of the practice today, but is mainly the artists job and not the programmers job anymore.
Repeatedly drawing a million such things from back to front (or: through the use of a depth buffer to determine which objects were in front in O(n time)) is also relatively simple.
---------
Raytracing is the opposite. You start with the light that 'should have entered the screen's, then you reverse that light and trace the rays backwards, simulating where the light could have come from. When light reaches a point, you calculate where it could have bounced from and then you keep doing that until all light in the scene is accounted for.
Both these techniques are simpler than they sound (!!!!). The difficult part is always the implementation details: making these techniques fast enough for modern use.