About
Graphics programmer building renderers from first principles — and writing about the choices the math doesn't make for itself.
> glDispatchCompute(now);
NOW // 2026.05
Wrapping up chapter five of the path tracer series — the one where the renderer finally walks into San Miguel. Starting on Vulkan fundamentals next, with frame profiling close behind.
> glEnableVertexAttribArray(focus);
Current development and research center around:
- Systems Architecture: designing modular, efficient engine primitives for real-time visualization.
- Graphics Pipelines: the fundamentals of OpenGL while progressively adopting Vulkan for explicit hardware control.
- Research & Optimization: the mathematical foundations of ray tracing and identifying performance bottlenecks.