About the service
I write real-time graphics that work close to the metal. My specialization is custom renderers on Vulkan and OpenGL from scratch: forward and deferred pipelines, render graphs, GLSL shaders and post-processing, the whole path from scene description to pixels on screen. When a game, visualization tool or scientific simulation needs to draw more, faster or correctly on different hardware, these are exactly the tasks I take on.
I approach performance like a systems engineer, not as an afterthought. I profile frames on GPU, cut draw calls, batch and instance geometry, rebuild descriptor sets and memory management, rewrite shaders so they fit within bandwidth and thermal budgets. I have done lighting models, shadow techniques, particle systems, compute shader effects and physically correct materials and know where the cost hides in each. If a frame stutters and the device heats up, I usually name the cause after one capture.
Cross-platform is not a bonus here, it's part of the job. One renderer should behave identically on video cards from different vendors and, where it matters, on mobile targets, so I design abstractions that hide backend differences but not the hardware itself. You get clean, documented and testable code and a rendering layer that your team can develop further.
— Custom renderers on Vulkan and OpenGL, graphs and pipelines
— GLSL shaders: lighting, shadows, post-processing, compute effects
— GPU profiling and frame-time optimization
— Cross-platform and cross-vendor graphics delivery
I approach performance like a systems engineer, not as an afterthought. I profile frames on GPU, cut draw calls, batch and instance geometry, rebuild descriptor sets and memory management, rewrite shaders so they fit within bandwidth and thermal budgets. I have done lighting models, shadow techniques, particle systems, compute shader effects and physically correct materials and know where the cost hides in each. If a frame stutters and the device heats up, I usually name the cause after one capture.
Cross-platform is not a bonus here, it's part of the job. One renderer should behave identically on video cards from different vendors and, where it matters, on mobile targets, so I design abstractions that hide backend differences but not the hardware itself. You get clean, documented and testable code and a rendering layer that your team can develop further.
— Custom renderers on Vulkan and OpenGL, graphs and pipelines
— GLSL shaders: lighting, shadows, post-processing, compute effects
— GPU profiling and frame-time optimization
— Cross-platform and cross-vendor graphics delivery