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73 changes: 73 additions & 0 deletions blog/2024-11-06-new-maintainers.md
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---
title: "Welcoming two new Rust GPU maintainers"
authors: [schell, firestar99]
tags: ["announcement", "leadership"]
---

# Welcoming two new Rust GPU maintainers

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)**.

Both bring experience in graphics programming, a deep understanding of Rust, and a
passion for advancing GPU computing.

<!-- truncate -->

Here’s a bit more about each of them in their own words:

## Meet Schell Scivally

> 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.

## Meet Firestar99

> 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.

<br/>

Please join us in welcoming them to the team! Thanks to our new maintainers, Rust GPU
now has four official maintainers.

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).**
5 changes: 5 additions & 0 deletions blog/tags.yml
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Expand Up @@ -8,6 +8,11 @@ announcement:
permalink: /announcements
description: Announcements

leadership:
label: leadership
permalink: /leadership
description: Leadership

demo:
label: demo
permalink: /demos
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Not really sure why this changed, but it automatically pulls from github so 🤷

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@Firestar99 Firestar99 Nov 6, 2024

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the image is one pixel smaller in width and height, for some reason

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