That's a wide range of topics.
Let's start with the language itself.
Several of the commonly recommended books are:
# "Accelerated C++" Andrew Koenig and Barabara Moo (Fairly gentle introduction with good coverage of the language)
# "C++ Primer" Lippman, Lajoie, Moo (a similar gentle introduction with good coverage)
# "Effective C++" Scott Meyers (Lots of things you probably didn't know)
# "More Effective C++" Scott Meyers (More things you probably didn't know)
# "Effective STL" Scott Meyers (Things you probably didn't know about the standard library)
# "Exceptional C++" Herb Sutter (Many fun and exciting edge cases of the language)
# "More Exceptional C++" Herb Sutter (More edge cases)
# "The C++ Standard Library" Nicolai Josuttis (very deep, very technical, very enlightening)
Could you introduce a language and teach its concepts better than the existing book on that specific topic? Note that most of the best of these books were written by members of the language committee who know the language better than most.
Would your teaching be accurate? A surprisingly large number of books describe a language that is nearly, but not quite, the actual language. Teaching wrong things can be detrimental to a beginner.
Would your teaching be effective? It is difficult to write a book that flows at a pace that matches learning. It is one thing to provide an explanation to someone who can ask you questions and also give clues when they understand. It is much harder to write a book that a broad collection of people from different backgrounds can all understand.
Those books cover the language, but you also need several books on algorithms and data structures. I could provide a similar long list of books frequently used as both textbook and reference for these, such as Sedgewick's books that are among the best. Could you teach the variety of algorithms and data structures necessary?
Similarly, when it comes to graphics, if you are teaching OpenGL will you be able to make a book better than the current rainbow books? If recommending Direct3D could you do better than the current best literature? When it comes to deeper theory could you beat books like the Watt&Watt Advanced Animation and Rendering book, or Foley and vanDam's Computer Graphics: Principles and Practice?
Repeat for all the other topics.
If you want to cover everything they'll need, you'll essentially be writing material covering four to six years worth of college studies.