Pablo Delgado
banner
pablode.bsky.social
Pablo Delgado
@pablode.bsky.social
rendering @ chaos
What I’m working on right now is a Metal backend for gatling. The idea is to use metal-cpp with GLSL shaders, by forking SPIRV-cross to support ray tracing pipelines :) (very WIP)
October 12, 2025 at 1:50 PM
Btw, a few weeks ago I released a small plugin for usdview. It allows inspection of UsdShade networks using a custom Qt node graph. It’s open source, lightweight and simple to install.
October 12, 2025 at 1:36 PM
Small weekend experiment: ported an LCD shader from Blender to #MaterialX (originally authored by PixlFX)
June 28, 2025 at 4:49 PM
Implemented USD point instancer primvar support in my toy renderer the last few days. Can now render this 2D Gaussian Splatting (2DGS) scene with a single mesh & MaterialX material.

(Created by Oliver Markowski with Houdini, link see below ⬇️)
March 11, 2025 at 5:55 PM
Lastly, implemented proper support for AOVs including those used for picking (primId, instanceId, elementId). (asset: standard shader ball) (4/4)
January 3, 2025 at 11:15 AM
To reduce the memory footprint, I first run the geometry through meshoptimizer which culls and deduplicates vertices. Next, the data is compressed with blosc. The results are quite good. Decompression only happens when a BLAS is rebuilt. (3/4)
January 3, 2025 at 11:15 AM
Furthermore implemented #MaterialX geompropvalues (MDL scene data), and GeomSubsets. This required quite some code rewriting, as I now store a copy of the CPU geometry data in the renderer itself. Here’s a render of stehrani3d’s MaterialEggs which make use of these features (2/4)
January 3, 2025 at 11:15 AM
Made good progress with gatling lately, and one of the new features is graphical tests. They primarily run on GitHub Actions using Mesa lavapipe (supports ray tracing). Thresholds are specified as USD render settings, diff images are uploaded as artifacts (1/4)
January 3, 2025 at 11:15 AM