John Parsaie

@parsaie.bsky.social

Graphics at Infinity Ward Prev. Qualcomm Snapdragon, Unity

I am looking for full-time work starting October. I am a graphics programmer with a AAA experience (Ubisoft, Quantic), where I worked with real-time rendering, RT, and console dev kits. DMs open. RTs appreciated!

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Added basic USD import pipeline (curves, mesh, camera) in order to quickly author different scenarios in Blender. Will add light prim support, lightloop, and BSDFs before finally getting into The Techniques.

Setting up a little VK testbed to survey the quality/perf tradeoffs of the various presented hair strands renderers in recent years. I'd like to hook it into the experimental Jolt Physics hair support at some point to also examine temporal stability in motion.

I'm almost there it's so pretty!! 😭 this is the first time I've made extensive use of complex numbers in shader code, which has been fun! it's an analytic 2D lighting system through piecewise conformal maps representing angular light/"sky" exposure, which means you get fully analytic penumbras!

a partially finished analytic 2D lighting solution, showing both the angular and radial component with a checkerboard pattern and color coding

Hey All, I made a header only C++ library (MIT) where line of code inits, then you can start writing to pixels on the screen. I call it thirteen.h, inspired by the simplicity of the 13h days. Examples include a mandelbrot viewer and a playable mine sweeper game. github.com/Atrix256/Thi...

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The other holiday project has been to write a from-scratch Multi-layer Perceptron and train it on the MNIST handwritten digit database. Currently just getting things into memory...