Calculus 2 at Northwestern expands on Calculus 1 and covers subjects like indefinite integrals, partial derivatives, and surfaces of revolution. Many of the topics in Calculus 2 have direct applications in graphics programming. Specially, I've used partial derivatives to accelerate the calculation of surface normals in my implementation of the marching cubes algorithm. To elaborate on this, marching cubes is an algorithm that generates a triangle mesh useful for visualizing isosurfaces. Metaballs are a specific type of isosurface that can be created by summing spherical gradients. After performing marching cubes over an isosurface, it is necessary to calculate the surface normals of the resulting mesh in order to render it convincingly. A basic solution would be to iterate over the triangle mesh and take the cross product of two edges of every triangle. However, because an implementation of Metaballs by definition has access to the isosurface function used to create the mesh, the meshes surface normals can be calculated by taking the partial derivative of the gradient function. In my experiance, this is more performant, and produces higher quality surface normals than the basic method.