Hi!
I am David Peicho, a Senior Rendering Engineer working on the Wonderland Engine, with strong interests in computer graphics and game development, using C++, Rust, and TypeScript.
I have spent the past decade focusing on WebGL, and more recently, WebGPU.
Open-Source Contributions
Albedo is a raytracing passion project, continued as closed source for the time being.
Work
Wonderland Engine (2022-Current)
Senior Rendering Engineer on the Wonderland Engine, a C++ game engine compiled to WebAssembly and running in the browser.
The engine was built and optimized for VR and mobile. It was architectured with tiled GPUs in mind.
Rendering contributions include:
- Engine architecture
- Sparse probes volume for GI (voxelization, baking)
- PBR workflows (colorspace, shading, baking)
- GTAO
- Meshlets BVH8 construction and culling
- Optimization (OVR GPU Profiler, GPU queries, and Chrome DevTools)
⛶
Being in a startup also means working on a broad range of topics. My contributions span non-rendering areas such as prefabs, or nodejs embedding for user plugins.
Siemens Healthineers (2018-2022)
Research Scientist and Lead Developer of a real-time WebGL medical data visualization library.
- Multi-bounce Volume Pathtracer
- Multiplanar reconstruction
- Mobile optimization
While none of the work is public, the library produced images such as the Cinematic Rendering ones:
Sketchfab (2016)
6 months internship in the Sketchfab 3D team.
Some of the features I shipped are live on Sketchfab:
- ASTC software decompression in JavaScript
- glTF loading in OSG.js
- SSAO
Education
I graduated from EPITA (Ecole des Ingénieurs en Intelligence Informatique) in 2018, where I obtained a Master’s degree in Computer Science, specializing in “Advanced" Computer Science and Artificial Intelligence.