Graphics Programming
Rendering on the CPU, in C, with nothing between the code and the pixel. That constraint is what makes the subject teachable: there is no driver to blame and no black box to defer to, so every artefact on screen has a cause somewhere in the arithmetic. These articles cover the parts that decide whether an image is right — the geometry of a distance-field march, the colour space a blur is averaged in, and the transfer function at the end of it.
2 articles
Bloom in linear light, and what sRGB averaging costs
Averaging black and white in sRGB gives code 128 where the physically correct answer is code 188, and every blur, downsample and bloom pays that error
Sphere tracing: the step that must not overshoot
A distance field that overestimates distance makes sphere tracing unsafe. In this tunnel the gradient bound is 1.1833, so only 0.8451 of each step is safe
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