# ==Notes==
<p class="doc-sub">// a digital garden — expect seedlings</p>
This folder is a lower-friction counterpart to my [[Resume|finished]] [[A not so classic Chip8 emulator|project]] [[Fake Images Please|write-ups]]. It collects shorter, rougher pieces — learning logs, reference pages, half-formed thoughts. Some will grow into proper posts; most will stay small. That's the point.
# Conventions
Each note carries a `status` in its frontmatter:
- `seedling` — a raw thought or fresh note. May be wrong, will change.
- `budding` — has some shape, still evolving.
- `evergreen` — stable reference I'd point someone to.
Cross-linking is encouraged. If you spot something broken, that's the garden being a garden.
# Index
## Languages
- [[OCaml - learning log]] — _seedling_ · notes and gotchas from picking up OCaml
## 3D rendering — fundamentals
- [[Ray marching and SDFs]] — _budding_ · sphere tracing, signed distance functions, and the tricks that make them sing
- [[Physically Based Rendering]] — _seedling_ · microfacet BRDF, metal/dielectric split, IBL, linear colour
- [[Shadow mapping]] — _seedling_ · depth-texture shadows, biasing, CSM, PCF, PCSS
- [[Deferred vs forward rendering]] — _seedling_ · where shading happens and what it costs
- [[Spatial acceleration structures]] — _seedling_ · BVH, k-d tree, octree, uniform grid
## Voxels
- [[Voxel rendering techniques]] — _budding_ · survey of how voxel data gets to pixels
- [[Marching Cubes]] — _budding_ · the 1987 iso-surface classic
- [[Dual Contouring]] — _seedling_ · iso-surface extraction that keeps sharp features
- [[Sparse Voxel Octrees]] — _budding_ · compressing and ray-casting through octree worlds
## Graphics APIs
- [[OpenGL - learning log]] — _seedling_ · modern core-profile OpenGL, DSA, state-machine pitfalls
- [[Vulkan - learning log]] — _seedling_ · explicit pipelines, memory, synchronisation
- [[Compute shaders]] — _seedling_ · workgroups, shared memory, subgroup ops, where compute shines
- [[Raylib 3D rendering]] — _budding_ · raylib's 3D side — cameras, meshes, shaders, rlgl
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