Graphics & Rendering Internals
The math and data structures underneath a rendering pipeline, stripped down to pure, testable Python: barycentric-coordinate triangle rasterization, per-pixel z-buffer depth testing, bounding volume hierarchies for accelerated ray-object intersection, retained-mode scene-graph diffing, and texture atlas bin-packing -- grounded in how a real software rasterizer, pbrt, and a real scene-graph library actually implement the same ideas.
5 exercises
Start with "Scanline/Barycentric Triangle Rasterization"Tap the menu button in the corner to browse all exercises.