Visual Computing Resources

Last updated October 20, 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

Free and complete. If you are new to the field, these are the ones to open first.

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
  • Real-Time Rendering (Akenine-Möller et al.): the encyclopedia of interactive graphics; its website keeps the reading lists current.
  • Computer Graphics: Principles and Practice (Hughes et al.): the broad, classic foundation.
  • Physically Based Rendering (Pharr, Jakob, Humphreys): see above; the printed edition is worth having too.
  • Fundamentals of Computer Graphics (Marschner, Shirley): the undergraduate textbook I would teach from.
  • Game Engine Architecture (Gregory): how all of it fits together in a real system.
  • GPU Gems: the three volumes, free online; dated in places, timeless in others.
  • Visualization Analysis and Design (Munzner): the textbook of visualization, the one to read before designing a view of anything.

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.
  • 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

Desk