From the z-buffer to Monte Carlo path tracing — the algorithms that produce every pixel on every screen. Explore ray marching, SDF geometry, and volumetric effects.
Real-time graphics algorithms in WebGL 2 / GLSL
Rendering is just solving the light transport equation — tracing where photons come from before they hit the camera. Rasterisation is a fast approximation; ray tracing is the physically correct answer; ray marching lets you render geometry defined by equations instead of triangles.
Algorithms behind every rendered pixel
Articles and references for graphics programmers
Ray tracing, shaders, particles, and real-time rendering — explored
Rendering and computer graphics simulations demonstrate the algorithms that produce images from mathematical descriptions of 3D scenes. Ray-tracing demos trace primary rays from a virtual camera through each pixel, compute Phong and physically-based BRDF shading, and extend paths for reflections, refractions, and soft shadows. WebGL shader playgrounds expose the GLSL code running on the GPU for every drawn fragment.
Particle-system simulations implement emitters, forces, and blending modes to produce fire, smoke, sparks, and nebula effects. Procedural texture generators use Perlin noise, Worley noise, and fractal Brownian motion to create seamless tileable materials. These techniques are the foundation of modern real-time game engines, film VFX pipelines, and scientific visualisation software.
Each simulation in this category is built with accuracy and interactivity in mind. The underlying mathematical models are the same ones used in academic research and professional engineering — just made accessible through a web browser. Changing parameters in real time and observing the results is one of the most effective ways to build intuition for complex scientific and engineering concepts.
Topics and algorithms you'll explore in this category
Common questions about this simulation category