The Mathematics Behind Visual Creation
An interactive graphics textbook, a technical art roadmap, a shader and rendering laboratory, a curated resource library and an interview trainer. Drag, click and experiment.
Seven stages from vectors to specialization, every topic wired to a live lesson.
Curated library with prerequisites, difficulty and bookmarking.
Question trainer with core answers, follow-ups and project prompts.
Local progress tracking across math, rendering, shaders, VFX and tools.
Study, practice, build, show
Objectives, prerequisites, engine tracks, graded practice, a quiz and a build challenge per topic.
Auto-graded drills: predict the result, find the bug, tune the value, complete the code.
Four portfolio projects with milestones, checkpoints, budgets and troubleshooting.
Publish the work with a studio-style breakdown and get structured critique.
Six disciplines, every visualization live
The Integrated Pipeline
Quaternion SLERP animates joints β LBS/DQS deforms vertices β Cook-Torrance evaluates lighting β Curl noise + Verlet drives VFX β fBm + SDF generates worlds β FMA-optimized fp16 delivers at 16ms.