Drawhome

Year: 2026
Client: Drawhome
My role: Graphics Programmer
Photo: Courtesy of Drawhome
I optimized performance for a real-time architectural application developed by the team behind Drawhome, focusing on reducing GPU/CPU overhead. I implemented render-on-demand to avoid unnecessary frame updates and refactored geometry generation for stairs and walls to improve buffer efficiency. I also introduced a material pooling system to reduce state changes and built a Docker-based service for KTX2 texture compression, improving memory usage and load times. Additionally, I implemented BVH-based culling for efficient spatial queries. These changes reduced draw calls by ~60%, significantly improving rendering performance.