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Interactive graphics labs

Learn graphics by moving the numbers.

A transform is not a table of sixteen numbers — it is a motion, so here the numbers are under your fingers, and the matrix, the geometry and the pixels move together.

interactive labs
8interactive labs
curated resources
37curated resources
stock images
0stock images

Rendering right now — the projection lab with its controls taken away. The cyan wireframe is a camera’s view frustum, breathing as its field of view changes.

The labs

Each one isolates a single idea and gives you the controls to it.

All labs →
01WebGL

The Model Matrix

Open →

Move, turn and stretch an object by dragging the numbers that do it, and watch the matrix fill in as you go.

  • translate
  • rotate
  • scale
  • composition order
  • basis vectors
02WebGL

Projection & the Frustum

Open →

See the camera’s frustum as an object in the world, and the picture it produces, side by side.

  • perspective
  • orthographic
  • near / far
  • clip space
  • field of view
03WebGL

Coordinate Spaces

Open →

Follow one vertex from model space to the pixel it lands on, one stage at a time.

  • model space
  • view space
  • clip space
  • NDC
  • viewport
04WebGL

Light & Normals

Open →

Move a light around a surface and watch the shading model respond, term by term.

  • normals
  • lambert
  • specular
  • inverse-transpose
05WebGL

Textures & Sampling

Open →

Wrap, filter and mip a texture, and see what each sampler setting actually costs you.

  • UV coordinates
  • filtering
  • mipmaps
  • wrap modes
06WebGPU

Compute & Particles

Open →

A hundred thousand particles moved entirely by the GPU, with no per-particle work on the CPU at all.

  • compute shader
  • storage buffers
  • workgroups
  • WGSL
  • instancing
07WebGPU

Draw Calls & Instancing

Open →

Draw the same object ten thousand times and watch where the time actually goes.

  • instancing
  • draw calls
  • instance_index
  • CPU cost
08WebGL

Colour & Gamma

Open →

Split one lit sphere down the middle and light the two halves in different colour spaces.

  • sRGB
  • linear light
  • gamma
  • encode / decode

The end of the sequence, for now

8 labs, each one assuming the one before it. What comes after them is written down rather than implied — including the things that were proposed and turned down, with the reason.

Pick a technology

The same scene, four ways — WebGL, WebGPU, Three.js and vgpu rendering one identical scene, so the only thing you are comparing is the code.

Compare them →

Learn

Then read the best of what everyone else has written.

The labs cover the spine. For the rest there is a curated path of 37 resources across graphics and game development — courses, books, interactive explainers and tools, each with a line on why it earns your evenings, arranged so every stage makes the next one easier. Most are free. Every link is checked.

Open the reading path

No framework in the way

Raw WebGL and WebGPU, and a few hundred lines of matrix maths. The plumbing a scene graph would hide is the actual subject, so none of it is hidden.

The maths is on screen

Every lab shows the live matrix next to the render. The coloured columns in the readout are the coloured axes on the canvas — the same thing, twice.

Checked, not asserted

The matrix library ships with a numeric test suite. Claims about how a projection behaves are verified on every commit rather than written down and hoped for.