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Simulation and scientific computing
path-tracer
offline path-traced rendering
Cycles, RenderMan
System
Techniques · 7
Primitives · 24
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Image based lighting
graphics · medium: Environment maps prefiltered for specular and irradiance, split-sum BRDF lookup
Monte Carlo denoising (feature-guid…
graphics · medium: Smooth a noisy estimate with edge-stopping weights taken from cheap, noise-free side buffers (albedo, normal, depth), after dividing out texture.
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Physically based shading (microface…
graphics · medium: Cook-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.
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Subdivision surfaces
graphics · medium: Catmull-Clark/Loop subdivision for smooth surfaces
Volumetric delta tracking
graphics · medium: Delta and ratio tracking for unbiased rendering of heterogeneous participating media
Wavefront ray scheduling (stage que…
graphics · medium: Split 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.
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Spherical harmonic transform
numerics · medium: Fast spherical harmonic transforms via FFT in longitude and Legendre in latitude
Mipmapping texture filtering
graphics · low: Mip pyramids, trilinear and anisotropic filtering, LOD selection from derivatives
Importance sampling
numerics · low: Sample from a proposal distribution and reweight to cut Monte Carlo variance
Color space conversion
graphics · low: Convert 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.
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Tone mapping (HDR to display range)
graphics · low: Compress 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.
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Ray primitive intersection
geometry · low: Ray-triangle (Moller-Trumbore, watertight), ray-AABB slab and ray-sphere tests
SIMD programming
hardware-os · low: Process 4-16 lanes per instruction with AVX2, AVX-512 or NEON via Rust std::arch, with runtime dispatch and a portable fallback.
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Low discrepancy sequences
numerics · low: Sobol, Halton and blue-noise sequences with scrambling for quasi-Monte Carlo
Monte Carlo integration
numerics · low: Estimate an expectation by averaging random samples; error falls as σ/√N in any dimension, and variance reduction (antithetic, control variates, importance sampling) shrinks σ.
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Bounding volume hierarchy
physics · low: Binary tree of nested bounding boxes; prunes overlap and ray queries to O(log n) for any size distribution, and supports cheap insert/remove for moving objects.
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Convolution image filters
graphics · low: Separable 2D convolution kernels for blur, sharpen (unsharp mask) and edges with border handling
Image pyramids
graphics · low: Gaussian/Laplacian pyramids and tiled multi-resolution images for zoom and blending
Convolutional networks
ml-training · low: Layers that slide a small shared kernel over a grid, giving translation equivariance and few parameters; still the most compute-efficient choice for many vision tasks.
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Bézier curves
graphics · 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.
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Half edge mesh
graphics · low: Half-edge mesh connectivity for editable polygon meshes
Voxel ray traversal dda
graphics · low: Amanatides-Woo grid DDA to step rays through voxels for picking, shadows and collision
PRNGs (PCG, xoshiro)
numerics · low: Small, fast, statistically strong non-cryptographic generators: PCG32 and xoshiro256**, with seeding, parallel streams and unbiased ranges.
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+ 8 more primitives
System
Techniques · 7
Primitives · 24
path-tracer
Image based lighting
graphics · medium: Environment maps prefiltered for specular and irradiance, split-sum BRDF lookup
Monte Carlo denoising (feature-guid…
graphics · medium: Smooth a noisy estimate with edge-stopping weights taken from cheap, noise-free side buffers (albedo, normal, depth), after dividing out texture.
›
Physically based shading (microface…
graphics · medium: Cook-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.
›
Subdivision surfaces
graphics · medium: Catmull-Clark/Loop subdivision for smooth surfaces
Volumetric delta tracking
graphics · medium: Delta and ratio tracking for unbiased rendering of heterogeneous participating media
Wavefront ray scheduling (stage que…
graphics · medium: Split 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.
›
Spherical harmonic transform
numerics · medium: Fast spherical harmonic transforms via FFT in longitude and Legendre in latitude
Mipmapping texture filtering
graphics · low: Mip pyramids, trilinear and anisotropic filtering, LOD selection from derivatives
Importance sampling
numerics · low: Sample from a proposal distribution and reweight to cut Monte Carlo variance
Color space conversion
graphics · low: Convert 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.
›
Tone mapping (HDR to display range)
graphics · low: Compress 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.
›
Ray primitive intersection
geometry · low: Ray-triangle (Moller-Trumbore, watertight), ray-AABB slab and ray-sphere tests
SIMD programming
hardware-os · low: Process 4-16 lanes per instruction with AVX2, AVX-512 or NEON via Rust std::arch, with runtime dispatch and a portable fallback.
›
Low discrepancy sequences
numerics · low: Sobol, Halton and blue-noise sequences with scrambling for quasi-Monte Carlo
Monte Carlo integration
numerics · low: Estimate an expectation by averaging random samples; error falls as σ/√N in any dimension, and variance reduction (antithetic, control variates, importance sampling) shrinks σ.
›
Bounding volume hierarchy
physics · low: Binary tree of nested bounding boxes; prunes overlap and ray queries to O(log n) for any size distribution, and supports cheap insert/remove for moving objects.
›
Convolution image filters
graphics · low: Separable 2D convolution kernels for blur, sharpen (unsharp mask) and edges with border handling
Image pyramids
graphics · low: Gaussian/Laplacian pyramids and tiled multi-resolution images for zoom and blending
Convolutional networks
ml-training · low: Layers that slide a small shared kernel over a grid, giving translation equivariance and few parameters; still the most compute-efficient choice for many vision tasks.
›
Bézier curves
graphics · 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.
›
Half edge mesh
graphics · low: Half-edge mesh connectivity for editable polygon meshes
Voxel ray traversal dda
graphics · low: Amanatides-Woo grid DDA to step rays through voxels for picking, shadows and collision
PRNGs (PCG, xoshiro)
numerics · low: Small, fast, statistically strong non-cryptographic generators: PCG32 and xoshiro256**, with seeding, parallel streams and unbiased ranges.
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GPU compute shaders
ml-training · low: The vendor-neutral GPU launch model of Metal, Vulkan and WebGPU: a grid of workgroups, shared memory, barriers and subgroups, driven by recorded command buffers.
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Parallel prefix sum
search-sort · low: Work-efficient scan (Blelloch, decoupled look-back) on CPU SIMD and GPUs; stream compaction
Radix sort
search-sort · low: Non-comparison sort that distributes keys by 8-bit digits; several times faster than comparison sorts on large arrays of integers, floats or fixed-size keys.
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Fast Fourier transform
numerics · low: Computes the DFT in O(n log n) by recursively splitting into even and odd halves; the basis of fast convolution and spectral methods.
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Gaussian quadrature
numerics · low: Approximate an integral by a weighted sum of n function values at roots of orthogonal polynomials; exact for polynomials up to degree 2n-1.
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Spherical grids
numerics · low: Lat-lon, cubed-sphere and icosahedral grids for global models; pole and area issues
Chroma subsampling
media · low: 4:2:0/4:2:2 colour plane downsampling and siting
Rejection sampling
ml-training · low: Best-of-n and filtered sampling: generate many candidates, keep those passing a verifier or reward threshold
Copy for AI
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