About
Dzmitry Malyshau. I was born in USSR, migrated to Canada, and now live in California. I like to think about system dynamics and the future of our civilization.
Talks
- Blade - lean and mean graphics library at Rust Graphics Meetup, slides, Jan 2023
- “Wgpu challenges” slides, Dec 2021
- Processing Shaders with Rust at Rust Los Angeles Meetup, slides, Oct 2021
- gfx-rs: lessons learned at Rust Graphics Meetup, slides, Oct 2021
- Building WebGPU with Rust at Fosdem, 2020
- “Introduction to WebGPU” at Mozilla All Hands (Berlin), slides, 2020
- Capture infrastructure with Serde and RON at Rust Toronto (starts at 0:0), slides, 2019
- “WebRender on Vulkan” at Mozilla All Hands (Whistler), slides, 2019
- Portable graphics abstraction in Rust at Fosdem, 2018
- “Firefox on gfx-rs” at Mozilla All Hands (Orlando), slides, 2018
- “Surveying WebGL Developers” at Mozilla All Hands (San Francisco), slides, 2018
- Prototyping with Three-rs at Rust Toronto (starts at 1:27), slides, 2017
- Entity Component Systems in Rust at Rust Toronto (starts at 0:0), slides, 2017
- “Modern 3D API for the Web” at Mozilla All Hands (Hawaii), slides
- “High-level Rust libraries for graphics programming” at University of Toronto, slides, 2015
- GFX-rs architecture at Rust Toronto (starts at 0:53), slides, 2014
All the slides can also be found at https://github.com/kvark/slides, including some of the presentations that never happened.
Smaller talks
- Blade scene editor at Rust Gamedev Meetup, 2023
- Blade asset pipeline at Rust Gamedev Meetup, slides, 2023
- rs-voir at Rust Gamedev Meetup, 2023
- Voxel tracing in Rusty Vangers at Rust Gamedev Meetup, blog post, 2022
- Choir at Rust Gamedev Meetup, slides, 2022
- Baryon at Rust Gamedev Meetup, slides, 2022
- wgpu-hal introduction at Rust Gamedev Meetup, slides, 2021
- wgpu re-organization at Rust Gamedev Meetup, slides, 2021
- Naga in gfx-portability at Rust Gamedev Meetup, slides, 2021
Publications
- WebGPU progress in Gecko in Firefox Graphics Team blog, 2021
- A Taste of WebGPU in Firefox in Mozilla Hacks blog, 2020
- “Layered Textures Rendering Pipeline” and “Hierarchical Depth-Culling and Bounding Box Management on the GPU” in OpenGL Insights, 2012
- “Quaternion-based rendering pipeline” in GPU Pro 3 (paper), 2012
- Real-Time Dynamic Fur on the GPU in GameDev blog, video, 2010
Other blogs
Be prepared for some non-conventional viewpoints here!
Older ones:
- http://kvgate.blogspot.com/
- http://claymore-dev.blogspot.com/
- kvatom.com (archived)