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Graphics & UI

GPU rendering, 2D vector graphics, image processing, text rendering, UI layout and frameworks, and game-engine structure.

2D vector graphics

Curves, path filling, compositing and repainting only what changed.

Bézier curves

low

Smooth curves defined by 3-4 control points, evaluated and split with repeated linear interpolation (de Casteljau) and flattened to lines with a closed-form segment count.

evaluate O(d^2) lerps for degree d (cubic: 6 lerps per axis pair); flatten into n = ceil(sqrt(0.75*M/tol)) segments, M = max second difference of control points

path rasterization coverage

Planned.

stroke expansion

Planned.

stencil then cover

Planned.

gpu vector rendering

Planned.

alpha compositing

Planned.

signed distance field rendering

Planned.

display list recording

Planned.

damage tracking

Planned.

layer compositing

Planned.

tile based binning

Planned.

3D rendering

Real-time rasterized rendering of 3D scenes.

Ray tracing & volumes

Light transport by tracing rays through scenes and voxel volumes.

GPU APIs & presentation

Command submission, synchronization, texture formats and getting frames on screen.

GPU command buffers

low

Record GPU work as a flat list of commands on the CPU, submit it in batches, and reuse its memory through a ring of frames in flight guarded by fences.

record O(commands) at about 1-4 words each; submit O(buffers) per call; memory O(frames in flight x commands per frame)

gpu synchronization fences

Planned.

pipeline state caching

Planned.

vsync frame pacing

Planned.

texture compression bc astc

Planned.

texture tiling swizzling

Planned.

gpu asset decompression

Planned.

display scanout modesetting

Planned.

XR rendering

Rendering for headsets at low motion-to-photon latency.

foveated rendering

Planned.

late latching reprojection

Planned.

lens distortion correction

Planned.

stereo multiview rendering

Planned.

Meshes & voxels

Building, editing and animating meshes and voxel worlds.

marching cubes

Planned.

greedy meshing

Planned.

chunked voxel storage

Planned.

half edge mesh

Planned.

subdivision surfaces

Planned.

uv unwrapping

Planned.

mesh simplification quadric

Planned.

skeletal animation skinning

Planned.

Image processing

Resampling, filtering and color handling for images.

Fonts & text layout

From Unicode to positioned, rasterized glyphs.

text shaping

Planned.

font fallback itemization

Planned.

font hinting

Planned.

font rasterization

Planned.

glyph atlas caching

Planned.

opentype font parsing

Planned.

knuth plass line breaking

Planned.

unicode bidi algorithm

Planned.

unicode line breaking

Planned.

Documents, editors & terminals

Data structures and formats behind editors and terminals.

Rope

low

A balanced tree of small string chunks with cached byte and newline counts, so seek, insert, delete and snapshot cost O(log n) instead of O(n).

seek, insert, delete O(log n) in chunks; clone O(1); concatenate O(log n)

gap buffer

Planned.

undo redo

Planned.

rich text document model

Planned.

markdown parsing

Planned.

syntax highlighting

Planned.

vt escape sequence parsing

Planned.

UI layout & styling

Sizing and positioning boxes, resolving styles and routing input.

block inline layout

Planned.

flexbox layout

Planned.

css grid layout

Planned.

box constraint layout

Planned.

constraint layout solver

Planned.

css cascade inheritance

Planned.

css selector matching

Planned.

browser rendering pipeline

Planned.

List virtualization (windowing)

low

Create and lay out only the items inside the viewport plus a little overscan, and fake the full scroll extent, so frame cost depends on the screen, not on N.

per frame O(visible) work; offset to index O(1) for fixed sizes, O(log N) for variable sizes; height update O(log N)

hit testing and gestures

Planned.

animation springs easing

Planned.

UI frameworks & reactivity

Keeping a UI tree in sync with state efficiently.

Web page delivery

Getting HTML and JS to the browser fast, and measuring it.

html parsing

Planned.

html rewriting

Planned.

ssr hydration

Planned.

streaming ssr

Planned.

partial hydration islands

Planned.

code splitting lazy loading

Planned.

browser performance apis

Planned.

session replay

Planned.

Game engine architecture

Game loops, entity storage, scene graphs, asset streaming and NPC logic.

Procedural generation

Generating terrain, textures, layouts and plants from rules and noise.

gradient noise

Planned.

poisson disk sampling

Planned.

wave function collapse

Planned.

cellular automata

Planned.

hydraulic erosion

Planned.

l systems

Planned.