Yeah I use a fair amount of higher math for graphics. 3D Engine graphics are largely just API calls now but I still use a fair amount of algebra, etc for shaders and other texture work. PBR shaders can use bit mapped textures as an input but that method is rigid and can be dull and uninteresting. or can be difficult to create tiling that is non repeating and natural appearing. I often use mathematical algorithms to create textures and texture variations "on the fly" or modify them as needed.I never realized that! But makes sense, I suppose... I bet a mathematician could prove that it's due to the same root reason that the one I posted is true (that every number whose digits add to a multiple of 3 is divisible by 3). Or maybe not. I had a math double major in college, but my main major was computer science and I just realized that if I picked my last 2 electives as math classes, I could get a double major with 2 more math classes. Those 2 more math classes (abstract algebra and abstract calculus) were the hardest classes I took in college. I love math, but only conceptually... and when you get into math that is not in any way computational, that's where I tap out.
With programming, the most math I do is arithmetic, and I utilize the principles of algebra. Programming really has little to do with higher math in practice, unless you're coding stuff for physics or graphics. Even graphics, I'd imagine these days that there are packages that handle the math for you.
I use fast fourier transforms, quaternians, matrix math, etc on a daily basis.