Reflections
Long-form notes on the renderers behind the images — written in the same case-study voice the renderer was built in. Each series follows one renderer from its first useful frame to the kind of scene it was finally good enough to handle.
SERIES
01CPU · Offline · C++
A Path Tracer
One bounce at a time, from a single ray to ten million triangles.
- 01First Hit— Ray Casting
- 02Light Finds Its Way— Path Tracing
- 03Mirrors— Microfacet BRDFs
- 04Through Glass— Transmission
- 05The Room Itself— Image-Based Lighting & Scale
5 chapters·2026 · APR · 14
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02GPU · Real-time · OpenGL
Real-Time Light
One buffer at a time — every shortcut the rendering equation lets you take at 60 frames per second.
- 01The G-Buffer— Deferred Shading
- 02From the Light's Point of View— Shadow Mapping
- 03Light, Pre-Filtered— PBS + IBL
- 04Where Corners Stay Dark— Screen-Space Ambient Occlusion
- 05Light Bounces Once— Screen-Space Directional Occlusion
5 chapters·2026 · APR · 18
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