Visual Computing Resources

Last updated October 23, 2026

A personal, opinionated list, organized by what you want to do with it rather than by format. Every link has one line saying why it is here. All links were checked on the date above; blogs that have not posted in a while are marked as , their back catalogue is still worth reading.

Start here

Three free, tutorial-style places to begin. Everything else on this page can wait until these make sense.

Reference books

The ones on my shelf. Click a cover for the book’s site.

Real-Time Rendering Computer Graphics: Principles and Practice Physically Based Rendering Fundamentals of Computer Graphics Game Engine Architecture GPU Gems Visualization Analysis and Design

Free textbooks and tutorials

Also free and complete, for the next layer once the basics are in place.

  • Scratchapixel: the gentlest full introduction to how images are made, from the math up.
  • Learn OpenGL: the standard tutorial for real-time graphics with a modern API; still the best way to understand the pipeline.
  • WebGPU Fundamentals: the same journey for the web’s new GPU API, which is where much of my recent work lives.
  • The Book of Shaders: fragment shaders explained with live editors; the fastest route to thinking in GPU terms.
  • Computer Graphics from Scratch: rasterization and ray tracing with no libraries, for the fundamentals.

Going deeper

Keeping up

Blogs

  • Íñigo Quilez: distance fields, procedural everything, and the articles behind Shadertoy.
  • Aras Pranckevičius: engine internals, Gaussian splatting, and honest performance work.
  • Bart Wronski: signal processing and image quality for rendering.
  • The blog at the bottom of the sea (Alan Wolfe): sampling, noise and exotic computation, with code.
  • C0DE517E (Angelo Pesce): rendering architecture and industry perspective, now at a new address.
  • Ingo Wald: ray tracing and large data, from the author of much of it.
  • Max Liani: production rendering and software craft.
  • Anteru (Matthäus G. Chajdas): GPUs, APIs and the industry from the inside.
  • A Graphics Guy’s Note (Jiayin Cao): deep dives into renderers and papers.
  • Juan Diego Montoya: modern OpenGL and engine experiments.
  • Nathan Reed: clear explanations of rendering math.
  • Pete Shirley: short notes from the author of the ray tracing books.
  • Humus (Emil Persson): demos and techniques from the 2000s and 2010s.

Visualization

  • IEEE VIS and EuroVis: the two conferences, with their paper lists and recorded talks.
  • Data Visualization Society: the community side, with challenges and a newsletter.
  • D3 and Observable: the web toolkit for data graphics, and the notebooks to prototype with it.
  • Vega-Lite: charts described as data; the fastest way to a correct plot.
  • Altair and Plotly: charts from Python; Altair is Vega-Lite’s Python face, Plotly the interactive, batteries-included one.
  • Streamlit and marimo: web apps and reactive notebooks in Python, the quickest way to put a visualization in front of someone.
  • ParaView and VTK: the workhorses of scientific visualization.
  • Inviwo: a research framework for interactive visualization, good for prototyping new techniques.

Tools

  • RenderDoc: the frame debugger; learn it before anything else goes wrong.
  • NVIDIA Nsight Graphics: profiling and debugging on NVIDIA GPUs.
  • Blender: modeling, rendering and a Python API for generating test scenes.
  • MeshLab and CloudCompare: inspecting, cleaning and comparing meshes and point clouds.
  • Polyscope: a viewer for research prototypes in C++ and Python, with almost no code.
  • Open3D: point clouds, meshes and reconstruction from Python.
  • three.js, Babylon.js and X_ITE: 3D on the web, from scene graphs to standards-based X3D.
  • Compiler Explorer: see what your code compiles to.

Data

Systems and performance

With thanks to Pere-Pau Vázquez for his suggestions to this page.

Desk