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--- | ||
title: "Welcoming two new Rust GPU maintainers" | ||
authors: [schell, firestar99] | ||
tags: ["announcement", "leadership"] | ||
--- | ||
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# Welcoming two new Rust GPU maintainers | ||
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We’re thrilled to introduce two new maintainers for the | ||
[Rust GPU](https://github.com/Rust-GPU/rust-gpu) project: **[Schell | ||
Scivally](https://github.com/schell/)** and **[Firestar99](https://github.com/Firestar99)**. | ||
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Both bring experience in graphics programming, a deep understanding of Rust, and a | ||
passion for advancing GPU computing. | ||
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<!-- truncate --> | ||
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Here’s a bit more about each of them in their own words: | ||
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## Meet Schell Scivally | ||
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> I'm Schell Scivally, a game and graphics programmer living on the South Island of New | ||
> Zealand 🇳🇿🌴 with my partner and our two kids. | ||
> | ||
> By day, I work at [Narrative.so](https://narrative.so), where I use AI to streamline | ||
> photographers' culling and editing. Before moving here, I was a Haskell programmer in | ||
> the Bay Area of California. | ||
> | ||
> I’m also an [NLNet grantee](https://nlnet.nl/) working on Renderling, a cross-platform | ||
> GPU-driven renderer that runs on WebGPU. You can check it out at | ||
> [renderling.xyz](https://renderling.xyz). | ||
> | ||
> I use rust-gpu to debug shaders on the CPU while keeping all the benefits of Rust’s | ||
> development experience. It lets me shift a lot of work from the CPU to the GPU without | ||
> having to change or duplicate types! I’d love to see rust-gpu grow, get more | ||
> contributors, and become the foundation for a thriving shader ecosystem on crates.io. | ||
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## Meet Firestar99 | ||
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> I go as Firestar99 online and am a graphics programmer and master's student from | ||
> Germany 🇩🇪. | ||
> | ||
> Currently, I'm in the process of finishing off my master’s degree with a thesis about | ||
> replicating UE5's Nanite in a custom engine written in rust. For those unfamiliar, | ||
> Nanite is a new approach to generate and render models with levels of details (LOD), | ||
> being the first to allow a single instance of a mesh to transition smoothly from | ||
> higher to lower levels of detail as it gets further away from the camera, without any | ||
> visible holes or seams in the model. In the context of rust, you may have heard of | ||
> [bevy implementing it as | ||
> well](https://jms55.github.io/posts/2024-06-09-virtual-geometry-bevy-0-14/). | ||
> | ||
> And of course I'm using rust-gpu for my shaders! By far the most important feature to | ||
> me is the ability to share datastructures across GPU and CPU code, which allows me to | ||
> preprocess my models in a seconds long offline bake directly into the GPU | ||
> representation, enabling me to load even the most complex models like | ||
> [bistro](https://developer.nvidia.com/orca/amazon-lumberyard-bistro) in half a second. | ||
> | ||
> On the way there I've made various additions to rust-gpu like [Mesh | ||
> shaders](https://github.com/Rust-GPU/rust-gpu/pull/44), [subgroup | ||
> intrinsics](https://github.com/Rust-GPU/rust-gpu/pull/14) and [reworking | ||
> `ByteAddressableBuffer`](https://github.com/Rust-GPU/rust-gpu/pull/17) as well as | ||
> rebasing a lot of existing PRs. In the future, I hope to be able to contribute my | ||
> bindless API specifically designed for rust-gpu and find a job in the industry, | ||
> hopefully associated with the project. | ||
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<br/> | ||
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Please join us in welcoming them to the team! Thanks to our new maintainers, Rust GPU | ||
now has four official maintainers. | ||
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We’re eager to add more users and contributors to Rust GPU and will be working on | ||
revamping the onboarding and documentation soon. **To follow along or get involved, | ||
check out the `rust-gpu` repo on [GitHub](https://github.com/rust-gpu/rust-gpu).** |
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Not really sure why this changed, but it automatically pulls from github so 🤷
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the image is one pixel smaller in width and height, for some reason