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
lowSmooth 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.
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.
triangle rasterization
Planned.
depth buffering reverse z
Planned.
shadow mapping
Planned.
Physically based shading (microfacet BRDF)
mediumCook-Torrance microfacet BRDF with GGX distribution, height-correlated Smith masking and Schlick Fresnel, driven by base colour, metallic and roughness; the standard surface model of real-time and film renderers.
image based lighting
Planned.
clustered deferred shading
Planned.
frustum occlusion culling
Planned.
temporal antialiasing
Planned.
mipmapping texture filtering
Planned.
meshlet cluster lod
Planned.
gpu driven indirect rendering
Planned.
Render graph (frame graph)
mediumPasses declare what they read and write; a per-frame compile drops unused passes, orders the rest, shares memory between short-lived resources and derives the barriers.
virtual texturing
Planned.
Ray tracing & volumes
Light transport by tracing rays through scenes and voxel volumes.
path tracing
Planned.
Monte Carlo denoising (feature-guided filtering)
mediumSmooth a noisy estimate with edge-stopping weights taken from cheap, noise-free side buffers (albedo, normal, depth), after dividing out texture.
Wavefront ray scheduling (stage queues)
mediumSplit the per-item loop into small stage kernels joined by memory queues, so each launch runs one kind of work on a full, compacted batch.
volumetric delta tracking
Planned.
voxel ray traversal dda
Planned.
sparse voxel octree
Planned.
volume rendering ray casting
Planned.
GPU APIs & presentation
Command submission, synchronization, texture formats and getting frames on screen.
GPU command buffers
lowRecord 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.
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.
Image resampling filters
lowResize an image by convolving with a kernel (box, triangle, cubic, Lanczos) whose width scales with the shrink factor, done as two separable 1-D passes with precomputed weights.
image warping remap
Planned.
image pyramids
Planned.
convolution image filters
Planned.
tiled image pipeline
Planned.
perceptual image diff
Planned.
Tone mapping (HDR to display range)
lowCompress scene-referred linear light to a display's range in three steps: expose, apply a curve to luminance, then encode (sRGB, PQ or HLG) and dither.
Color space conversion
lowConvert pixels between transfer curves (sRGB, linear light), primaries (sRGB, Display P3, XYZ) and Y'CbCr, using tables for the curve and 3x3 matrices for the rest.
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
lowA 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).
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)
lowCreate 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.
hit testing and gestures
Planned.
animation springs easing
Planned.
UI frameworks & reactivity
Keeping a UI tree in sync with state efficiently.
virtual dom diffing
Planned.
keyed list reconciliation
Planned.
Signals and fine-grained reactivity
mediumA dependency graph of signals, memos and effects where reads auto-subscribe, so a state change re-runs exactly the outputs that used it, with no tree diff.
positional memoization
Planned.
retained mode ui tree
Planned.
cooperative ui scheduling
Planned.
ui template compilation
Planned.
Statecharts
lowState machines with nesting, parallel regions, history and entry/exit actions, so UI and animation logic stays linear in size instead of exploding.
dom event delegation
Planned.
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.
Entity-component-system (ECS)
mediumStore each attribute type in its own packed array keyed by an id, and run update functions over exactly the ids that have the attributes they need.
fixed timestep game loop
Planned.
floating origin rebasing
Planned.
scene graph transforms
Planned.
asset streaming priority
Planned.
behavior trees
Planned.
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.