As someone with very little knowledge of computer graphics, are there any resources anyone would recommend in order to learn how to build something like this?
The next step up from that is to then render meshes using some form of projection (isometric or perspective). You'll need to figure out how to actually map the drawing to the screen at that point. (In high school we just used the built-in 2D methods in Java. Some of my classmates then went on to shading and textures, but I didn't quite get that far.)
Of course it has more to do with raytracing than with 3D projections (which is most often used for real time 3D rendering). If you want to learn about 3D projections, first you should understand what linear algebra has to do with projecting a 3D model on a 2D screen. This is probably a good start.
You should DEFINITELY write your own matrix library to learn the underlying principles, but once you want your renderer to actually do something with reasonable speed you'll pretty quickly be replacing your homegrown matrix code with something like Eigen that handles SIMD for you.
For rendering at interactive rates, maybe check out "Real-time Rendering", currently on its 4th edition. https://www.realtimerendering.com/
For rendering at rates measured in seconds per frame, consider the "Physically Based Rendering Textbook", currently on its 3rd edition. https://www.pbrt.org/
As someone with very little knowledge of computer graphics, are there any resources anyone would recommend in order to learn how to build something like this?