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Suzuki M.

Suzuki M.

3D Graphics Engineer | C++ & Three.js | Visibility + Culling System

๐Ÿ‘‹ 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. ๐Ÿ”ง Here's How I Can Help You: โœ… Occlusion Culling & Visibility Systems ๐Ÿ”น Implementing ray casting and z-buffer based occlusion tests ๐Ÿ”น Building BVH, octree, and KD-tree spatial hierarchies ๐Ÿ”น Leveraging Embree for high-performance ray tracing and occlusion queries ๐Ÿ”น Integrating hardware occlusion queries (Vulkan queries) for GPU-accelerated culling ๐Ÿ”น Designing conservative culling strategies with zero false negatives โœ… Cell-Based Visibility Computation ๐Ÿ”น Partitioning large scenes into view-cells with portal connectivity graphs ๐Ÿ”น Computing inter-cell visibility sets for conservative from-region visibility ๐Ÿ”น Implementing cell-to-cell occlusion tests with surface occluder verification ๐Ÿ”น Precomputing visibility sets for instant runtime lookup and minimal overhead ๐Ÿ”น Optimizing cell granularity to balance memory usage and culling efficiency โœ… GPU Programming & Rendering Optimization ๐Ÿ”น Vulkan pipeline development for high-performance rendering ๐Ÿ”น Reducing draw calls and improving frame rates for large scenes ๐Ÿ”น Implementing LOD generation and geometry instancing ๐Ÿ”น Optimizing memory usage and rendering pipeline efficiency ๐Ÿ”น Profiling and tuning for CPU and GPU performance โœ… Data Sanity & Validation Pipelines ๐Ÿ”น Building automated validation checks for visibility set correctness ๐Ÿ”น Implementing false-positive margin controls to limit rendering overhead ๐Ÿ”น Creating comprehensive logging, monitoring, and debugging tools ๐Ÿ”น Developing incremental update systems for dynamic scene changes ๐Ÿ”น Ensuring data integrity with automated testing and validation pipelines ๐Ÿ’ผ Who I Work With: ๐Ÿ”น Game Development Studios ๐Ÿ”น AEC & Construction Companies ๐Ÿ”น Digital Twin & BIM Platform Providers ๐Ÿ”น VR/AR Training & Simulation Studios ๐Ÿ”น Architecture & Engineering Firms ๐Ÿ”น GIS & Urban Planning Organizations ๐Ÿ’ก 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. ๐Ÿ› ๏ธ My Tech Stack: ๐Ÿ”น Languages: C++ (expert), Python, C# ๐Ÿ”น Graphics APIs: Vulkan (expert), OpenGL, DirectX, WebGL ๐Ÿ”น Ray Tracing: Embree (expert), OptiX ๐Ÿ”น Spatial Data Structures: BVH, Octree, KD-Tree, Grid-based Partitioning ๐Ÿ”น 3D Formats: IFC, Revit, Rhino, 3ds Max, FBX, glTF, OBJ ๐Ÿ”น Rendering Engines: Unity, Unreal Engine, Three.js ๐Ÿ”น Tools: CMake, Git, Docker, CI/CD, Performance Profilers ๐Ÿ“ž 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.

๐Ÿ‡ฏ๐Ÿ‡ตFukui-shi, Japan$85/hr100% JSSSince Aug 2026

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Read daily since Oct 16, under 30 days

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World#209,850 / 412k
๐Ÿ‡ฏ๐Ÿ‡ตCountry#681 / 1,269
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World#410,020 / 412k
๐Ÿ‡ฏ๐Ÿ‡ตCountry#1,268 / 1,269

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