BUILD Build
Rendering features, tools and personal projects.
Hello, I’m
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.
Rendering features, tools and personal projects.
Reading papers and implementations, and studying things that interest me.
Notes on engineering decisions, careers and the industry.
Travel, games and everyday life.
Trace the cause.
Follow a visual issue through materials, the pipeline and GPU execution.
Build it to understand it.
Implement what I read and compare the result with my assumptions.
Check against measurements.
Use profilers, traces and tests to check a decision.
Start with the problem.
Choose for visual quality, performance and maintenance cost.

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

Honor of Kings: World
Commercial Material System, Shell Fur System, and mobile rendering governance

FarLight 84
Character Shading, Transparency, and Water Rendering

Ex Astris
Render Pipeline, Terrain, Vegetation, and Runtime Virtual Texture

Project X / PJX / MMD Show
Material Library, Asset Governance, Automation, PCG, and Interactive Effects

VR / MR Scene & Interaction Projects
Materials, lighting, level editing, interaction, and on-site delivery

Base materials, commercial effects, shell fur and mobile performance constraints.

Stylized character materials, face SDF, morphs and perspective correction.

Specialized character shading, transparency ordering and mobile water.

A reproducible GPU debugging toolchain for captures, pipelines and shader diagnostics.

Exploring cross-API resource, command and pipeline boundaries in .NET.

Rendering implementations that separate culling, render loops and multi-stage passes.

GPU execution, scheduling, instruction sets and memory.

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

Compute, memory and scheduling during inference.

Tool use, context management and verification.

Neural representations and real-time rendering.

GPU-driven rendering, visibility, mesh pipelines and virtual texturing.
Methods · Career · Technology
Companies · Markets · Macro
Travel · Games · Personal Notes
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.
A technical talk on Unreal Render Target workflows, with a focus on off-screen rendering, data readback, and real-time effects.

Places and moments from travelling.

Everyday observations and occasional notes.

Games, images and personal creative work.