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.