GRAPHICS × PRODUCTION
中EN

CGBull

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SELECTED PROJECTS

Projects & engineering

Commercial projects I worked on, alongside graphics and engineering projects I built independently.

9 projects

Light & Night official desktop key visual
Commercial · Tencent

Light & Night

Art-directed 3D character rendering: translating illustration proportions, lighting and material relationships into a controllable runtime, from stylized shading and Face SDF to view-driven morph and perspective correction.

Stylized Character PassFace SDFMorph & Perspective Compensation
Honor of Kings: World official promotional image
Commercial · Tencent TiMi L1

Honor of Kings: World

Production material architecture, commercial effects and a Shell Fur workflow, with mobile rendering budgets treated as part of authoring rather than a final cleanup.

Commercial Material SystemShell Fur SystemMobile Rendering Governance
Farlight 84 official key visual
Commercial · Lilith Games

Farlight 84

Character shading, transparency ordering and mobile water rendering: connecting material appearance to practical pass and submission controls.

Character ShadingTransparencyWater Rendering
Ex Astris official key visual
Commercial · Hypergryph

Ex Astris

World-rendering infrastructure spanning terrain, vegetation and Runtime Virtual Texture, with rendering-pass and platform-extension responsibilities.

Render PipelineTerrainVegetation
MMD Show next-generation cartoon rendering demonstration
Commercial · miHoYo

Project X / PJX / MMD Show

Work at miHoYo spanning production automation, procedural and interactive effects, and material/VFX work for next-generation cartoon rendering.

AutomationPCGInteractive Effects
Ultron VR automotive simulation scene
Commercial · Ultron VR

Ultron VR / Early Production

Early commercial VR/MR delivery across scene materials, lighting, level editing, interaction and on-site integration.

VRMR Scene ProductionInteraction
RenderDoc Agent GPU debugging workflow
Independent · Personal Research

RenderDoc Agent

A GPU debugging toolchain that brings capture, pipeline, binding, shader and diagnostic primitives into a recorded, reproducible workflow.

CAPTUREBINDINGDIAGNOSTICS
SharpGPU architecture: resources, pipelines, commands and graphics backends
Independent · Personal Research

SharpGPU

A .NET exploration of the shared structure of Vulkan, DX12 and Metal, focused on resource binding, command buffers, pipeline state and backend boundaries.

CROSS-API RHIRESOURCE BINDINGCOMMAND SUBMISSION
Infinity RP rendered scene
Independent · Personal Research

Infinity RP

A personal rendering pipeline for examining RenderPipelineAsset, RenderLoop, Culling and multi-stage passes, with explicit responsibilities and runtime costs.

RENDERPIPELINEASSETCULLINGDEPTH