Computational Graphics and Scientific Simulation

Welcome

I created this book because I wanted a resource that explains graphics from first principles. Instead of treating rendering techniques, shaders, and GPU algorithms as isolated topics, each chapter builds on the ideas that came before it, showing how seemingly different techniques are connected by the same mathematical and computational foundations.

This is not intended to be a reference manual or an API guide. Languages, APIs, and hardware continue to evolve, but the underlying ideas remain remarkably consistent. By focusing on those fundamentals, the goal is to develop an understanding that transfers across technologies and lasts well beyond the lifetime of any particular graphics library.

This book is also a reflection of my own journey through computer graphics. It began as a collection of personal notes and experiments and gradually evolved into a structured resource that I hope is useful to students, researchers, and developers alike.