Skip to main content

Graphics

Computer graphics turns math into pixels. Whether you're writing a game engine, a data visualizer, or a UI renderer, understanding how the GPU pipeline works lets you write faster shaders, avoid driver pitfalls, and reason about visual artifacts.

Planned Topics

Math Foundations

  • Vectors, dot product, cross product — geometric meaning
  • Matrices and affine transforms: translate, rotate, scale
  • Homogeneous coordinates and the perspective divide
  • Quaternions for rotation

Rasterization Pipeline

  • Vertex processing and the MVP matrix transform (interactive demo)
  • Triangle setup, rasterization, and barycentric coordinates
  • Fragment shading and interpolation
  • Depth buffer (z-fighting, reverse-z)
  • The GPU pipeline stages — interactive simulator

Shading

  • Phong and Blinn-Phong lighting models
  • Normal mapping
  • PBR: metallic-roughness workflow
  • Shadow maps and shadow acne

Ray Tracing

  • Ray-sphere and ray-triangle intersection
  • BVH acceleration structures
  • Path tracing and Monte Carlo integration
  • Denoising

Modern GPU Architecture

  • SIMT execution model — warps and divergence
  • Memory hierarchy: registers, shared memory, L1/L2, VRAM
  • Compute shaders and GPU-driven rendering

Pages coming soon — check back or contribute a page using the template.