My name is Arseny Kapoulkine and this is my blog where I write about computer graphics, optimization, programming languages and related topics. I’m the author of pugixml and other projects.

27 March 2017 Voxel terrain: storage

It’s been about almost two years since we shipped the first version of smooth voxel terrain at Roblox, and with it being live for a while and seeing a lot of incremental improvements I wanted to write about the internals of the technology - this feature required implementing serialization, network replication, collision detection, ray casting, rendering and in-memory storage support and within each area some implementation details ended up being quite interesting. Today we’ll talk about voxel definition and storage.

01 December 2016 Metal retrospective

We have successfully shipped the Metal rendering backend to millions of users, and I want to write a bit about that. There are varying opinions on Metal in the industry - some claim Metal would not have been needed if only Apple dedicated more attention to OpenGL and Vulkan, some say it’s the easiest graphics API that ever existed. Why even bother with Metal, some ask, if you can just write OpenGL or Vulkan code, and use MoltenGL or MoltenVK to the same effect? Here are my thoughts on the API.

06 November 2016 Ten years of parsing XML

Exactly ten years ago, the first version of my XML parser, pugixml, got released to the public.

05 May 2016 Optimizing slerp

In the last article (Approximating slerp) we discussed a need for a fast and reasonably precise quaternion interpolation method. By looking at the data we arrived at two improvements to nlerp, a less precise one and a more precise one. Let’s look at their implementations and performance!

23 July 2015 Approximating slerp

Quaternions should probably be your first choice as far as representing rotations goes. They take less space than matrices (this is important since programs are increasingly more memory bound); they’re similar in terms of performance of basic operations (slower for some, faster for others); they are much faster to normalize which is frequently necessary to combat accumulating error; and finally they’re way easier to interpolate. In this post we’ll focus on interpolation.