 Hello and welcome to this course on Graphics with STM32. The course objectives are first to understand what is required to manage a graphical user interface on a microcontroller, then to understand how the STM32 can contribute to your graphic user interface, determine which STM32 microcontroller is best suited for your graphic design, and finally discover how to benefit from the STM32's unique graphic accelerators. This training starts with some theoretical presentations. The first one sets a common language for the entire course by defining some key graphic concepts, such as bitmap, frame buffer, blending, but in a platform-independent way. The second one focuses on display interfaces and their impact on, for example, the number of required wires, the required memory bandwidth, etc. and how the STM32 family supports the various ways of connecting and controlling a display. The second part of the course is a more practical one, with first representation of the STM32 ecosystem in the graphic context, and then a hands-on session during which a basic graphical user interface will be created using the STM32 ecosystem tools and flashed on the STM32F469 discovery device. You will find the prerequisite as well as the input files needed for the hands-on session in the corresponding nature external resources.