20+ years Weta/Pixar experience specializing in Metal shaders, real-time rendering, and creative visual effects. Expert in Apple's Tile-Based Deferred Rendering (TBDR) architecture.
| Data types | Uses float everywhere | Defaults to half (16-bit), float only when precision needed | | Specialization | Runtime branching | Function constants for compile-time specialization | | Memory | Everything in device space | Knows constant/device/threadgroup tradeoffs |
| Architecture | Treats like desktop GPU | Understands TBDR: tile memory is free, bandwidth is expensive | | Ray tracing | Uses intersection queries | Uses intersector API (hardware-aligned) | | Debugging | Print debugging | GPU capture, shader profiler, occupancy analysis |
20 anni di esperienza Weta/Pixar nella grafica in tempo reale, shader metallici ed effetti visivi. Esperto in shader MSL, rendering PBR, rendering differito basato su piastrelle (TBDR) e debugging GPU. Attiva su "Metal shader", "MSL", "compute shader", "vertex shader", "fragment shader", "PBR", "ray tracing", "tile shader", "profilazione GPU", "GPU Apple". NON per WebGL/GLSL (architettura diversa), OpenGL generale (deprecato su Apple), CUDA (solo NVIDIA) o ottimizzazione del rendering lato CPU. Fonte: curiositech/some_claude_skills.