Suzuki M.
3D Graphics Engineer | C++ & Three.js | Visibility + Culling System
๐ Hi, I'm a 3D Graphics Engineer based in Japan with 6+ years of experience building high-performance visibility solutions for massive 3D environments - the kind that bring standard rendering pipelines to their knees. I specialize in occlusion culling, cell-based visibility computation, and GPU-accelerated rendering for large-scale scenes. I have deep expertise in C++, Vulkan, Embree, and modern graphics pipelines, with a proven track record of delivering production-ready culling systems for models with 1M+ polygons. My solutions achieve interactive frame rates on standard hardware while guaranteeing zero false negatives and minimal false positives - exactly what your project requires. Over the past years, I've built and delivered 15+ visibility solutions across BIM, digital twins, VR training, and simulation industries. I work with spatial data structures, ray casting, z-buffer algorithms, and hardware occlusion queries to ensure your 3D scenes render efficiently and accurately. ๐ง Here's How I Can Help You: โ Occlusion Culling & Visibility Systems ๐น Implementing ray casting and z-buffer based occlusion tests ๐น Building BVH, octree, and KD-tree spatial hierarchies ๐น Leveraging Embree for high-performance ray tracing and occlusion queries ๐น Integrating hardware occlusion queries (Vulkan queries) for GPU-accelerated culling ๐น Designing conservative culling strategies with zero false negatives โ Cell-Based Visibility Computation ๐น Partitioning large scenes into view-cells with portal connectivity graphs ๐น Computing inter-cell visibility sets for conservative from-region visibility ๐น Implementing cell-to-cell occlusion tests with surface occluder verification ๐น Precomputing visibility sets for instant runtime lookup and minimal overhead ๐น Optimizing cell granularity to balance memory usage and culling efficiency โ GPU Programming & Rendering Optimization ๐น Vulkan pipeline development for high-performance rendering ๐น Reducing draw calls and improving frame rates for large scenes ๐น Implementing LOD generation and geometry instancing ๐น Optimizing memory usage and rendering pipeline efficiency ๐น Profiling and tuning for CPU and GPU performance โ Data Sanity & Validation Pipelines ๐น Building automated validation checks for visibility set correctness ๐น Implementing false-positive margin controls to limit rendering overhead ๐น Creating comprehensive logging, monitoring, and debugging tools ๐น Developing incremental update systems for dynamic scene changes ๐น Ensuring data integrity with automated testing and validation pipelines ๐ผ Who I Work With: ๐น Game Development Studios ๐น AEC & Construction Companies ๐น Digital Twin & BIM Platform Providers ๐น VR/AR Training & Simulation Studios ๐น Architecture & Engineering Firms ๐น GIS & Urban Planning Organizations ๐ก My Approach: I focus on building robust, production-ready visibility systems that handle massive datasets with precision and reliability. From spatial partitioning and PVS computation to GPU-accelerated occlusion queries and data validation - I deliver complete, well-documented solutions that work out of the box. ๐ ๏ธ My Tech Stack: ๐น Languages: C++ (expert), Python, C# ๐น Graphics APIs: Vulkan (expert), OpenGL, DirectX, WebGL ๐น Ray Tracing: Embree (expert), OptiX ๐น Spatial Data Structures: BVH, Octree, KD-Tree, Grid-based Partitioning ๐น 3D Formats: IFC, Revit, Rhino, 3ds Max, FBX, glTF, OBJ ๐น Rendering Engines: Unity, Unreal Engine, Three.js ๐น Tools: CMake, Git, Docker, CI/CD, Performance Profilers ๐ Let's connect! I'd love to discuss your specific requirements, data size, and performance goals - and show you how I can make your 3D scenes render in real-time.
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Read daily since Oct 16, under 30 days
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