Kaiming Yi
I am a graphics and game engine engineer based in Chengdu, China. Seventeen years writing code, fifteen of them in real-time graphics — and I expect to keep going for a while.
Two threads
My mother wanted me to play piano; I wanted to be a painter. Neither happened, and I ended up writing code instead — but the art thread never got cut. Charcoal and oil studies, then CG stills (one of them took a CGTalk Editor’s Choice in 2009), and now renderers. It is the same question throughout: what does light do when it hits something. Only the instrument changed, from brush to GPU.
Now
Technical Expert at Perfect World’s TZY Studio — infrastructure, technology selection, and the hard problems on a new project. Before that, eight years at Tencent TiMi Studios (T11), shipping Let’s Hunt Monsters and Saint Seiya, plus two titles that never made it out.
Evenings and weekends go to gkNextEngine — a C++20 + Vulkan real-time path tracing engine started in May 2024, with first-party code deliberately capped at 50k lines.
What I do well
- Real-time rendering — Vulkan, path tracing, GPU-driven pipelines, upscaling and denoising
- Engine architecture — ECS, reflection, scripting runtimes, cross-platform RHI
- Performance work — low-end device optimization, hard crash triage, CI and build throughput
- Technical art — formal art training, fluent with art pipelines and TA workflows
Get in touch
kaimingyi@gmail.com · GitHub · LinkedIn
Full CV at /en/cv/. Most of the writing on this site is in Chinese — the blog goes back to 2013.