Oleksandr Popov·Aug 29, 2025Automatically picking ASTC textures qualityIn this small article I’ll describe the simple script I’ve created while working on the Cartoon Lighthouse live wallpaper. You can find a…
Oleksandr Popov·Jan 5, 2025How to improve MSAA performance of MTKViewThe easiest and fastest way to use Metal in MacOS app is to use MTKView . It is a handy wrapper which initialises all low-level stuff…
Oleksandr Popov·Oct 27, 2023Stylized Castle WebGL demoThis is my first attempt to create a kitbashed scene from tiling assets. I have used assets by Kenney and his Asset Forge Deluxe as an…
Oleksandr Popov·Dec 19, 2022Voxel Airplanes 3D, or the story about fitting vertex data into 4 bytesWhile working on Floating Islands live wallpaper I stumbled upon these cute voxel 3D models of airplanes by Max Parata. I already wanted to…A response icon1A response icon1
Oleksandr Popov·Oct 29, 2022Floating Islands WebGL demoTechical breakdown of rendering infinitely looped 3D scene using WebGL 2.0A response icon1A response icon1
Oleksandr Popov·Aug 8, 2022Efficient WebGL vegetation renderingIn this article I’ll explain the rendering pipeline of Spring Flowers WebGL Demo and its corresponding Android app. Also I will describe…
Oleksandr Popov·Jul 3, 2022Variable Rate Shading on Adreno GPUs“With high screen DPI doesn’t come high GPU fillrate” — that’s the main problem of GPUs nowadays. Modern consoles struggle to sustain…
Oleksandr Popov·Feb 23, 2022WebGL Grim Reaper demoA couple weeks before Halloween 2021 I browsed Sketchfab and encountered a cool 3D model of Grim Reaper by 3DRT. It has a reasonable…
Oleksandr Popov·Aug 1, 2021Half-float textures filtering on mobile GPUsIn this article I’ll describe what issues we’ve encountered during development of our latest Reunion live wallpaper and its WebGL demo.
Oleksandr Popov·Jun 30, 2021Efficient rendering of soft particles on mobile GPUsAnalyzing depth of scene fragments is an important part of composing effects like soft particles. However, this can easily become a…