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!
John Parsaie
@parsaie.bsky.social
Graphics at Infinity Ward Prev. Qualcomm Snapdragon, Unity
9/10 Reddit users agree - barycentric coordinates are useful. Thanks AI!
Very happy that we were able to finally share a closer look at Smolder in the latest @digitalfoundry.bsky.social video! It is a fully integrated volumetric renderer, and it enables volumetric shadows for every light in the entire game. You'll see a lot of Smolder effects in @007game.ioi.dk
2026 Advances in Real-Time Rendering in Games course line up is here - check it out! advances.realtimerendering.com
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.
Found some time to add viewport-aligned ribbons topology mode and (necessarily) MSAA for the hair rendering testbed.
Who needs Netflix when all the drama is on Bluesky...
Posted without comment, an excerpt from midcentury novelist William Gaddis, giving us the stream of consciousness of a man driven mad by the player piano.
In case you ever wanted to hear me yap about native Windows ARM64 performance benefits, boy do I have a video for you youtu.be/kroO-WjdBhw?...
Native vs Emulated Performance on Windows on Snapdragon: Kingdom Come: Deliverance II
YouTube video by Qualcomm Developer
youtu.be
It's happening: Live++ on Linux, very very early Alpha. All credit for this goes to @maus-games.at from @mipumi.com who's working on this.
INTRODUCTION TO SPHERICAL HARMONICS FOR GRAPHICS PROGRAMMERS finally done. gpfault.net/posts/sph.html
Introduction to Spherical Harmonics for Graphics Programmers
gpfault.net
Introducing MinDXNN: MLP library for DirectX 12 gpuopen.com/learn/mindxn...
Introducing MinDXNN: MLP library for DirectX 12 - AMD GPUOpen
MinDXNN is a native HLSL and DirectX 12 library for lightning-fast MLP inference leveraging AMD Radeon™ RX 9000 series matrix cores via cooperative vector APIs, delivering optimized kernels, samples, full source and docs to remove compute interop friction.
gpuopen.com
They don't want you to know but this trick makes your app 10x faster
Jolt Physics GPU-accelerated hair strands physics Saturday side-quest. Running on Apple Silicon w/ KosmicKrisp Vulkan drivers
“Old, traditional compilers force the masses to follow a tight set of rules dreamt up by the bourgeoisie… Warnings and errors are of no use to the proletariat, who just want results. CCC boldly crushes type systems with revolutionary fervor…”
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!
Superluminal coming soon to Linux? Hype
New article! A user is reporting full system freezes while using Superluminal on Linux. What do you do? Cry? Well, we did a little bit. But we also dove into the kernel...again, this time fixing several issues in eBPF's spinlock implementation. Read all about it: rovarma.com/articles/a-t...
This year at GDC, my peers Evan, Kelsey, and Richard will showcase the latest progress in the UE NvRTX branch, including LSS optimized hair strands path tracing, an area I’ve had the privilege to work on over the past couple of months. schedule.gdconf.com/session/stat...
This is insane.
I've been working on something new since August 2025 and have decided to finally spill the beans: Introducing "Project Echo", a deterministic Record & Replay tool for PS5: www.youtube.com/watch?v=K_sd... Please read the video description and let me know your brutally honest feedback!
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...
A sneak peak of what I've been working on: A strand based hair system for Jolt Physics (WIP): youtu.be/Rl19G0c003o
A strand based hair simulation running on GPU
YouTube video by Jorrit Rouwe
youtu.be
Stepping through vkQueueSubmit until I get lost on a debug build of the RADV drivers.
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...
I got tired of writing the same Vulkan + ImGui + GLFW application boilerplate, so I finally snapped and rolled it into a simple library for mine and your fast cross-platform prototyping enjoyment: github.com/parsaiej/Aule
GitHub - parsaiej/Aule: Simple cross-platform render context for rapid Vulkan prototyping.
Simple cross-platform render context for rapid Vulkan prototyping. - GitHub - parsaiej/Aule: Simple cross-platform render context for rapid Vulkan prototyping.
github.com