
2D Global Illumination with Monte Carlo
This is a simple approach, easy to implement, and so it's a good starting point before diving into more complex methods.
I'm a software engineer exploring the world of frontend and graphics programming. I write about WebGL, TypeScript, and creative rendering techniques — building interactive experiments to learn how things work under the hood.
Follow me on XThis is a simple approach, easy to implement, and so it's a good starting point before diving into more complex methods.
I wanted to understand how to draw smooth, perfect shapes on the GPU — so I tried using fragment shaders and SDFs. Just one quad, no geometry tricks — and it works beautifully.