I am a computer graphics and GPU programming enthusiast specializing in graphics APIs and low-level engine architecture. I bridge the gap between hardware and software, using C/C++ to push modern GPUs to their absolute limits. When I’m not benchmarking custom ray tracers or tinkering with rendering pipelines, I’m usually working on 3D art and sometimes I get unplugged and play my guitar.
February 23, 2026
In the previous post we glanced on the descriptor’s memory management. Today, we take a look at the entire system and talk about how I like to manage the resource binding and descriptors in my engine.
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February 18, 2026
This week we will take a deep dive into the GPU’s memory hierarchy and its resource management in my small game engine.
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September 9, 2025
Oh boy, it has been a long time but trust me, this is a good one. Welcome everyone and get your computers and notebooks ready because in this episode of Render Tech Tuesday, we will be demystifying Water Rendering from sum of sines to FFT, with the complete implementation and its mathematical intuition.
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