Ethan Hammar

Computer systems, machine intelligence, and 3D art.

I work in two directions that keep meeting in the middle.

Computer systems and machine intelligence — compilers, GPU and inference systems, and the parts of machine learning where cost decides what is possible at all. 3D and illustration — modelling, sculpting, animation, texturing and visual development.

Games are where the two stop being separate. Real-time work is a systems problem and an art problem at once: a material has to be numerically correct and read at a glance; a model has to hit a polygon budget and hold its silhouette. Most of what I build sits somewhere on that line — and this site is that work, with the notes behind it.

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