GRAPHICS × PRODUCTION
中EN

CGBull

↓

Hello, I’m

Gu Shihao

Graphics / Engine Engineer · Technical Artist

Rendering Systems · Engine Runtime · GPU-aware Computing

I work on real-time rendering, engine features and technical art, from materials and visual effects to rendering pipelines and GPU performance.

WORKGraphics · Engine · Production
RESEARCHGPU · AI Infrastructure · Neural Graphics
BUILDAgent · Tools · Personal Projects
Explore →

What I do

BUILD Build

Rendering features, tools and personal projects.

RESEARCH Research

Reading papers and implementations, and studying things that interest me.

THINK Think

Notes on engineering decisions, careers and the industry.

LIVE Live

Travel, games and everyday life.

How I work Principles

01

Follow the problem down

Trace the cause.

Follow a visual issue through materials, the pipeline and GPU execution.

02

Build to understand

Build it to understand it.

Implement what I read and compare the result with my assumptions.

03

Evidence over impression

Check against measurements.

Use profilers, traces and tests to check a decision.

04

Technology is a means

Start with the problem.

Choose for visual quality, performance and maintenance cost.

Experience

  1. Tencent Aurora A3

    Senior Technical Artist

    Light & Night

    3D character rendering, stylized materials, content generation workflows, shading computation, and rendering-pipeline workarounds

  2. Tencent TiMi L1

    Senior Technical Artist

    Honor of Kings: World

    Commercial Material System, Shell Fur System, and mobile rendering governance

  3. Lilith Games

    Senior Technical Artist

    FarLight 84

    Character Shading, Transparency, and Water Rendering

  4. Hypergryph

    Graphics Programmer

    Ex Astris

    Render Pipeline, Terrain, Vegetation, and Runtime Virtual Texture

  5. miHoYo

    Technical Artist

    Project X / PJX / MMD Show

    Material Library, Asset Governance, Automation, PCG, and Interactive Effects

  6. Aotron VR

    Technical Artist / Level & Effect

    VR / MR Scene & Interaction Projects

    Materials, lighting, level editing, interaction, and on-site delivery

Selected Work

All projects →

Independent Research

GPU Architecture

GPU execution, scheduling, instruction sets and memory.

Computer Architecture

CPU front ends, out-of-order execution and memory hierarchies.

AI Infrastructure

Compute, memory and scheduling during inference.

Agent Systems

Tool use, context management and verification.

Neural Graphics

Neural representations and real-time rendering.

Rendering Architecture

GPU-driven rendering, visibility, mesh pipelines and virtual texturing.

Writing & Notes

Open Work & Sharing

Paper · Real-time lighting

Signed Distance Fields Dynamic Diffuse GI ↗

A study of dynamic diffuse global illumination with Signed Distance Fields, covering the engineering trade-offs between distance fields, dynamic scenes, and real-time lighting.

Talk · 2019

Unreal Circle 2019: Render Target Applications

A technical talk on Unreal Render Target workflows, with a focus on off-screen rendering, data readback, and real-time effects.

Beyond Work

Travel

Places and moments from travelling.

Life Notes

Everyday observations and occasional notes.

Personal Worlds

Games, images and personal creative work.