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Graphics & WebGPU

Graphics Atlas

Explore graphics algorithms as a connected pipeline instead of a flat catalog. Follow filters, masks, morphology, and WebGPU demos from one topic to the next.

Topics

33

Algorithms, operators, and GPU-friendly image-processing building blocks.

Families

10

Move from continuous filtering into masks, edges, and morphology without losing the thread.

Interactive demos

32

The atlas pairs the write-up with interactive browser-side playgrounds where a live visual makes the topic click faster.

Learning paths

6

Follow a path when you want a pipeline instead of isolated tricks.

Navigate the graphics atlas

Search by algorithm, pipeline role, or tag. Families and paths keep the image-processing story connected instead of flattening it into isolated shader tricks.

Browse by family

Topic type

Tags

Curated graphics paths

Focus on a path to move through a usable pipeline instead of hopping around at random.

Filtering and edges

Move from raw pixels through noise reduction, edge emphasis, and multi-stage edge pipelines.

Mask analysis and cleanup

Build a binary mask, explore connectivity, then repair or simplify it with morphology-aware tools.

Sampling and textures

Learn how image data is resampled, reconstructed, and stabilized across magnification and minification.

Color and tone pipeline

Track how values move from color spaces and gamma into dynamic-range compression, equalization, dithering, and compositing.

Raster pipeline

Follow the classic rendering path from clipping and rasterization into visibility, shadows, occlusion, and temporal cleanup.

Geometry and alternate rendering

Bridge parametric geometry with implicit surfaces and ray-marched rendering ideas.

Topic map

33 topics match the current filters.

Foundations

Pixels, neighborhoods, masks, and the mental model behind local image-processing operators.

1 topic

Filtering & convolution

Special case of Foundations

Neighborhood sampling, blur kernels, and other continuous-image transforms.

3 topics

Segmentation & edges

Special case of Foundations

Turn raw pixels into masks, boundaries, and simpler structural signals.

7 topics

Segmentation & edges Algorithm Intro

Flood Fill

Grow one connected region from a seed pixel, making it the canonical seeded region-growing primitive.

Segmentation & edges is a special case of Foundations.

Builds on

Image Processing Fundamentals, Thresholding

Unlocks

Connected-Components Labeling

graphicsimage-processingregion-growingmask
Segmentation & edges Algorithm Intro

Thresholding

Convert a grayscale image into a binary mask by splitting values into foreground and background.

Segmentation & edges is a special case of Foundations.

Builds on

Image Processing Fundamentals

Unlocks

Flood Fill, Connected-Components Labeling, Canny Edge Detection +4 more

graphicsimage-processingsegmentationmaskwebgpu
Segmentation & edges Technique Intermediate

Connected-Components Labeling

Turn a binary mask into object IDs so you can count, measure, filter, and track separate regions instead of raw foreground pixels.

Segmentation & edges is a special case of Foundations.

Builds on

Flood Fill, Thresholding

Unlocks

Distance Transform, Skeletonization

graphicsimage-processingsegmentationcomponents
Segmentation & edges Algorithm Intermediate

Laplacian and Laplacian of Gaussian

Use second-derivative style filters to emphasize rapid intensity change and zero crossings, often after smoothing first.

Segmentation & edges is a special case of Foundations.

Builds on

Image Processing Fundamentals, Gaussian Blur

Unlocks

Canny Edge Detection

graphicsimage-processingedgessecond-derivative
Segmentation & edges Algorithm Intermediate

Sobel Edge Detection

Estimate local intensity gradients so boundaries become visible as bright responses.

Segmentation & edges is a special case of Foundations.

Builds on

Image Processing Fundamentals, Gaussian Blur

Unlocks

Thresholding, Canny Edge Detection

graphicsimage-processingedgesgradientswebgpu
Segmentation & edges Algorithm Advanced

Canny Edge Detection

Build a cleaner final edge map by chaining smoothing, gradients, non-maximum suppression, and hysteresis thresholding.

Segmentation & edges is a special case of Foundations.

Builds on

Gaussian Blur, Thresholding, Sobel Edge Detection

Unlocks

Connected-Components Labeling

graphicsimage-processingedgespipeline
Segmentation & edges Algorithm Advanced

Distance Transform

For every foreground pixel, compute how far it sits from the background or boundary so the mask gains geometric thickness information.

Segmentation & edges is a special case of Foundations.

Builds on

Thresholding, Connected-Components Labeling

Unlocks

Skeletonization

graphicsimage-processingdistancemask

Morphology

Special case of Segmentation & edges

Binary-mask operators such as dilation, erosion, opening, and closing.

4 topics

Sampling & reconstruction

Resampling images, choosing mip levels, and reconstructing signals across scales.

2 topics

Color & tone

Color spaces, gamma, tone mapping, compositing, and distribution-aware image remapping.

6 topics

Color & tone Technique Intro

Alpha Compositing

Combine foreground and background layers with transparency so multiple images or passes can share the same final frame.

Builds on

Color Spaces, Gamma Correction

Unlocks

Bloom

graphicscolorcompositinglayers
Color & tone Concept Intro

Color Spaces

Choose the right representation for the job, because RGB, HSV, linear light, and display-encoded values make different operations easy or safe.

Builds on

Image Processing Fundamentals

Unlocks

Alpha Compositing, Gamma Correction, Histogram Equalization +1 more

graphicscolorrepresentationlighting
Color & tone Technique Intermediate

Dithering

Trade spatial noise for perceived smoothness when the output format cannot represent all the shades you want directly.

Builds on

Gamma Correction, Tone Mapping

graphicscolorquantizationoutput
Color & tone Technique Intermediate

Gamma Correction

Match linear-light math to display-encoded output so blends, shading, and gradients do not look mysteriously wrong.

Builds on

Color Spaces

Unlocks

Alpha Compositing, Dithering, Tone Mapping

graphicscolorgammadisplay
Color & tone Algorithm Intermediate

Histogram Equalization

Redistribute grayscale values so a low-contrast image uses more of the available intensity range.

Builds on

Image Processing Fundamentals, Color Spaces

Unlocks

Thresholding, Dithering

graphicsimage-processinghistogramcontrast
Color & tone Technique Intermediate

Tone Mapping

Compress HDR-style scene values into a range a normal display can actually show while keeping highlights under control.

Builds on

Color Spaces, Gamma Correction

Unlocks

Dithering, Bloom

graphicscolorhdrpost-processing

Geometry & curves

Clip shapes, interpolate across primitives, and reason about parametric geometry.

2 topics

Rendering pipeline

Rasterization, visibility, and alternate image synthesis strategies such as ray marching.

4 topics

Lighting & visibility

Special case of Rendering pipeline

Shadowing, occlusion, and how scene depth influences shading decisions.

2 topics

Post-processing

Special case of Rendering pipeline

Full-frame effects such as bloom and temporal anti-aliasing layered after base rendering.

2 topics