Computer Graphics Render
Computer Graphics

Graphics Programming

Exploring the intersection of mathematics, art, and code through ray tracing, shaders, and visual programming.

Featured Projects

Ray Tracer Cover Image

Software Ray Tracer

Built from scratch following Peter Shirley's tutorial, implementing ray-sphere and ray-plane intersection, multiple materials, and anti-aliasing.

Smiley Face Ray Trace

First Ray Trace

My first successful ray traced scene - a simple smiley face that tested ray generation, intersection testing, and basic shading.

Forest Environment

Environment Art

3D environments created in Blender and Unreal Engine 5, exploring artistic and technical aspects of computer graphics.

Graphics Gallery

Shaders

Real-time shader experiments written on Shadertoy, where mathematics turns into motion on the GPU. Each tile links out to the live shader on Shadertoy.

View all shaders on Shadertoy →

Chaos Theory Has Nothing On Me

View on Shadertoy ↗

An exploration of mathematical chaos and complexity through recursive patterns and dynamic color transformations.

Almost Fractally

View on Shadertoy ↗

Fractal-inspired geometry and patterns generated in real-time using mathematical functions and iterative processes. This one looks amazing in fullscreen.

Gravitational Lensing

View on Shadertoy ↗

Poorly approximated gravitational lensing and gravitational mass interactions.

Julia Set Energy Tendrils

View on Shadertoy ↗

A Julia set fractal with energy tendrils and orbit trapping. The math combines complex dynamics with plasma-like effects through exponential decay functions and chromatic aberration. The orbit trap technique creates flowing energy patterns that emerge.

Writing

Graphics Journey Update #1

Personal reflections on diving deep into graphics programming, ray tracing, and creative exploration

Learning Resources

Essential Reading

Tools & Frameworks

  • Ray Tracing: Custom C++ implementation, OptiX
  • Real-time Graphics: OpenGL, Vulkan, WebGL
  • 3D Software: Blender, Unreal Engine 5
  • Shaders: GLSL, HLSL

Mathematics

  • Linear Algebra - Vector operations, matrices, transformations
  • Trigonometry - Essential for rotations and wave functions
  • Calculus - Used in lighting models and optimization
  • Statistics - Monte Carlo methods for global illumination