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
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01 CPU · Offline · C++
A Path Tracer
One bounce at a time, from a single ray to a million triangles.
- 01 First Hit — Ray Casting
- 02 Light Finds Its Way — Path Tracing
- 03 Mirrors — Microfacet BRDFs
- 04 Through Glass — Transmission
- 05 The Room Itself — Image-Based Lighting & Scale
5 chapters · 2026 · APR · 14
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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.
- 01 The G-Buffer — Deferred Shading
- 02 From the Light's Point of View — Shadow Mapping
- 03 Light, Pre-Filtered — PBS + IBL
- 04 Where Corners Stay Dark — Screen-Space Ambient Occlusion
- 05 Light Bounces Once — Screen-Space Directional Occlusion
5 chapters · 2026 · APR · 18
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