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

  1. San Miguel courtyard rendered by the CPU path tracer — afternoon sun through the tree canopy onto the stone floor01

    CPU · Offline · C++

    A Path Tracer

    One bounce at a time, from a single ray to ten million triangles.

    1. 01First Hit
    2. 02Light Finds Its Way
    3. 03Mirrors
    4. 04Through Glass
    5. 05The Room Itself

    5 chapters·2026 · APR · 14

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  2. Sponza atrium rendered in real-time — deferred PBR, IBL, moment shadows, SSAO, and SSDO02

    GPU · Real-time · OpenGL

    Real-Time Light

    One buffer at a time — every shortcut the rendering equation lets you take at 60 frames per second.

    1. 01The G-Buffer
    2. 02From the Light's Point of View
    3. 03Light, Pre-Filtered
    4. 04Where Corners Stay Dark
    5. 05Light Bounces Once

    5 chapters·2026 · APR · 18

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