Lazy_VAbout me

Games, graphics, and handhelds.

I build graphics libraries, engines, games, and small tools. Before starting my PhD, I completed an MSc in High-Performance Graphics and Games Engineering at the University of Leeds. My MSc covered modelling and rendering, animation and simulation, geometry processing, high-performance graphics, and scientific computation. I also have professional experience developing game servers in Shanghai. I collect retro handhelds and enjoy bringing games and software to GameShell, Game Boy, PocketCHIP, and Trimui. Away from code, I enjoy singing — OmniLyrics grew out of wanting a lyric tool that worked the way I wanted. Curiosity and the satisfaction of making something keep me coming back.

Also Kexuan Zhang, PhD researcher & graphics programmer at University of Leeds. Academic page

Current focus

Updated

Working on

  • OmniLyrics

    Refining my cross-platform lyric tool, recently focusing on signed macOS releases, installation, and lyric display.

  • libvultra

    Developing the VRI-based graphics framework on dev-VRI, with the near-term goal of supporting small rendering demos.

Exploring

Up next

  • Advanced real-time rendering studies

    Build small rendering demos on libvultra, exploring GPU-driven large-scene rendering and sampling techniques relevant to my research.

    Planned work items
    • GPU-driven culling & indirect rendering

      Frustum culling, hierarchical Z-buffer (Hi-Z) occlusion culling, stream compaction, and indirect drawing, with visibility and timing comparisons.

    • Cluster-based LOD & geometry streaming

      Mesh clustering, hierarchical LOD selection, and on-demand geometry streaming, taking inspiration from Nanite.

    • Virtual texturing

      Feedback-driven texture streaming, page tables, and cache management under a fixed memory budget.

    • Tiled & clustered shading

      Compare tiled and clustered light assignment in forward and deferred shading, including light-list construction and shading cost.

    • Dynamic global illumination

      Explore voxel-based global illumination (VXGI), Dynamic Diffuse Global Illumination (DDGI), and Lumen-inspired surface-cache and radiance-cache experiments.

    • ReSTIR DI & GI

      Implement ReSTIR DI for many-light direct illumination using spatiotemporal reservoir resampling, then investigate ReSTIR GI for indirect illumination and VR applications.

Featured Projects

All projects · 28

Interests

Retro handhelds

I port games and emulators to handhelds including GameShell, PocketCHIP, Game Boy, and Trimui devices.

More about retro handhelds

Singing

Away from graphics and code, I enjoy singing. OmniLyrics grew out of wanting a lyric tool that worked the way I wanted.

More about singing

Engines & tools

Engines, libraries, fantasy consoles, and useful little tools. I like the process of understanding a thing by making it.

More about engines & tools

Featured posts

Blog
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