Roman Kuznetsov (@rokuz7) header
Roman Kuznetsov (@rokuz7) profile picture

Staff Software Engineer @ Google / ex-Meta, ex-Mapbox

London, England
Joined September 2015
Photo by Roman Kuznetsov (@rokuz7)Photo by Roman Kuznetsov (@rokuz7)Photo by Roman Kuznetsov (@rokuz7)Photo by Roman Kuznetsov (@rokuz7)Photo by Roman Kuznetsov (@rokuz7)Photo by Roman Kuznetsov (@rokuz7)Photo by Roman Kuznetsov (@rokuz7)Photo by Roman Kuznetsov (@rokuz7)Photo by Roman Kuznetsov (@rokuz7)
Launched my renderer on the Galaxy S26 (Xclipse 960) - an absolute beast at ray tracing. For a moment, that's ReSTIR SSS and volumetric clouds in a frame. 25fps with ARM's upscaler (11fps at full quality). Still plenty of room for optimisation. Powered by @CorporateShark 's LVK, github.com/corporateshark/li… ARM's upscaler: github.com/arm/accuracy-supe…
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Moved sky rendering up to the next step of the ladder, from Nubis 1 to Nubis 2–like tech, by adding OpenVDB clouds in addition to the procedural sky and multi-layering, and by working on real-time lighting for cloud masses.
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Roman Kuznetsov retweeted
Was listening to the Moving Mobile Graphics #SIGGRAPH2026 presentations today. Their new API looks cool and feels very close to what we built in LightweightVK and presented at #SIGGRAPH2024. There are a few key differences, though: 1) LVK uses implicit, declarative resource barriers ("dependencies"). 2) LVK does not private an API for explicit memory allocations. 3) LVK has a clean, straightforward API for async compute queues. 4) LVK does not use separate texture heaps - just one large bindless "heap". And, of course, LVK is 100% bindless on Vulkan 1.3+. github.com/corporateshark/li…
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While debugging, I accidentally created a rock album cover :)
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Roman Kuznetsov retweeted
idTech 8 style Global Illumination (FAST AS HELL) in @threejs (via WebGPU) I've worked on this for 5 weeks (on and off) and it's still not there, but all the core tenets work. Next more denoising + better temporal accumulation, and some larger scale examples. (Running at 4K)
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My humble experiments with crepuscular rays and cloud shadowing. A lot of useful information came from "Volumetric Clouds and Atmosphere in DOOM: The Dark Ages" by Yixin Wang, published in GPU Zen 4. More importantly, I launched it in real-time in Metal 4 using lvk-metal (github.com/rokuz/lvk-metal) — my addon for @corporateshark's LVK library. Fully open-source and free to use for everyone, just like LVK itself.
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Started with the feeling that it would be a waste to just throw my froxel code out of the renderer, and ended up on a week-long journey into cloud and sky rendering. With great support from @CorporateShark, I got async compute working in LVK, without which I'd never have hit the 2ms performance (github.com/corporateshark/li…, production-ready implementation coming soon). The model of "Lowpoly Steampunk Airship" (sketchfab.com/3d-models/lowp…) by Lhyo (sketchfab.com/Lhyo) licensed under CC-BY-4.0
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And one more video :)
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My modest attempt at clustered lighting with irradiance volumes. Fully GPU-driven Vulkan powered by @CorporateShark’s LVK. Insanely fast! 256 light sources at 0.43ms per frame.
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Vibe-coded somewhat useful tool (at least for me). Now I have fine-grained control over what Claude generates in my project, instead of accidentally discovering that it hardcoded something silly many commits ago. github.com/rokuz/gitloco — open source and MIT-licensed.
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Finally got a mobile device to launch @CorporateShark ‘s ray tracing demo in lightweightVK
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Played today with new Surface Pro 11 on arm64, Vulkan capability viewer found “Microsoft DirectX 12” GPU. Does it look like DX12 has Vulkan under the hood now? 🙃
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FYI my presentation on Vulkanised’24 “MoltenVK for Advanced Vulkan Renderers on macOS” youtu.be/hwsiOZf_dNs?si=785s…
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Finally, LightweightVK on Android - github.com/corporateshark/li… Took a while to implement it. Too many complications, including fightings with Android OS permissions, workarounds for bugs in Vulkan driver and fixes in glslang
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Finally launched our Vulkan 1.3 bindless rendering on macOS via MoltenVK. Too many issues if you need uniform bindings aliasing that's not supported in Metal. Looking forward to telling about it in "MoltenVK for Advanced Vulkan Renderers on macOS" on Vulkanized 2024.
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After turning off 8xMSSA, and fixing some bugs, GPU frame: 13ms - without compute shader, 15ms - with them. Thinking about ASTC and half-size positions.
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