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Technical Art
Technical Art practice covering engine integration, asset pipelines, shader systems, and optimization workflows for Unity and Unreal Engine production.


FROM FILE TO PIXEL · PART 04: COMPILATION PIPELINE
Explore the shader compilation pipeline and cross-platform architecture. This deep dive covers stages from source to ISA, GPU instancing patterns like the SRP Batcher, HLSL/GLSL/MSL syntax mapping, and compute shader execution models.
Pavel Zosim
5 days ago0 min read


FROM FILE TO PIXEL · PART 03: THE DATA
How do you avoid silent data corruption when passing structs from C# to HLSL? Learn the exact alignment rules of std140/std430 and optimize your CPU-GPU data pipeline.
Pavel Zosim
May 310 min read


FROM FILE TO PIXEL · PART 02: THE PIPELINE
Explore the core architectural differences between IMR and TBDR render pipelines, alongside a complete guide to GPU memory buffers across modern APIs. Learn how to optimize rendering performance by choosing the correct buffer type for your data.
Pavel Zosim
May 250 min read


From File to Pixel · Part 01: The Machine
The hardware foundation of shader programming. A comprehensive breakdown of the GPU execution model (SIMT, warps, wavefronts) and memory hierarchy, comparing architectures across PC, Console, Mobile, and VR platforms.
Pavel Zosim
May 250 min read


Procedural Sun Surface: UE5 HLSL Compute Shaders & Niagara R&D
An ongoing R&D breakdown of a purely procedural, physically-based sun surface plugin for UE 5.7. Explores custom HLSL, compute shaders, and stable matching in Niagara.
Pavel Zosim
May 10 min read


Procedural Interior Rooms with Houdini & USD — Interior Design Pipeline Breakdown
A technical case study describing a USD-based pipeline for interior design, focused on parallel workflows, scene structure, asset reuse, and cross-DCC collaboration.
Pavel Zosim
Jan 173 min read


C# Variables Lesson 1 Part 3
C# variables lesson 1 part 3 focusing on <topic>. Part of a structured beginner series.
Pavel Zosim
Dec 6, 20253 min read


C# Variables Lesson 1 Part 2
C# variables lesson 1 part 2 focusing on 2. Part of a structured beginner series.
Pavel Zosim
Dec 6, 20255 min read


C# Variables Lesson 1 Part 1
C# variables lesson 1 part X focusing on 1. Part of a structured beginner series.
Pavel Zosim
Nov 23, 20256 min read


Unity ShaderLab Cheatsheet (CG & HLSL) – 2024/2026
A practical Unity ShaderLab cheatsheet for technical artists, covering render states, tags, blending, depth testing, and CG/HLSL structure across Built-in, URP, and HDRP pipelines.
Pavel Zosim
Mar 9, 20250 min read


Technical Art CG Shaders – Unified Guide
A unified technical art CG shaders guide explaining real-time rendering, shader stages, and engine pipelines for technical artists.
Pavel Zosim
Mar 5, 20255 min read


Technical Art Compute Shaders in Unity
Introduction to technical art compute shaders in Unity, explaining GPU-based parallel processing, data buffers, and practical use cases outside the traditional rendering pipeline.
Pavel Zosim
Mar 3, 20259 min read


Technical Art Coordinate Transformation Systems
Technical art basics article explaining coordinate and transformation systems used in computer graphics.
Pavel Zosim
Feb 17, 202511 min read


Procedural environment creation houdini — chapter 1
Procedural environment creation in Houdini chapter 1 focusing on asset optimization, modular scene construction, and production-ready workflows.
Pavel Zosim
Jan 29, 20255 min read


Houdini to After Effects Tool
A robust Houdini to After Effects bridge for technical artists. Batch export cameras and point clouds with proper rotation order matching.
Pavel Zosim
Dec 26, 20240 min read


Houdini Folder-Based File Importer Tool
Houdini tool for importing geometry files based on folder structure.
Pavel Zosim
Dec 18, 20240 min read


Houdini Material Path Manager Tool for Consistent Material Paths
Houdini tool for generating clean and consistent material paths from string attributes in production pipelines.
Pavel Zosim
Sep 27, 20240 min read
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