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About

Deep Spark
A compact notebook for engine design, GPU/CPU/memory profiling, PBR, ray tracing, and practical performance work.

What I Write About
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Rendering Engine Design
APIs, modular architecture, maintainability, and pragmatic release strategies.
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Engine Systems & Trade-offs
High-performance game systems and real-time application architecture.
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GPU-Aware Performance
Memory layout, bandwidth vs compute trade-offs, batching, and caching.
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PBR & Light Transport
Useful patterns for physically based rendering, sampling, and denoising.
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Ray Tracing Pipelines
Getting quality where it matters without breaking the frame budget.
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Profiling & Shader Tuning
Small tooling that makes performance work repeatable and measurable.

About the Author
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Pawel Stolecki
3D graphics software engineer focused on real-time rendering. I enjoy the intersection where visual-quality research meets hands-on optimization โ€” pushing shading closer to ground truth while keeping systems efficient and shippable.

Experience
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CD PROJEKT RED Current
Rendering Engineer
Driving lighting technology improvements. The work is hands-on and investigative โ€” prototype a change, measure it on hardware, trace what the GPU, CPU, memory is actually doing, and ship what moves the needle.
Direct Lighting Indirect Lighting GPU/CPU Profiling Memory Profiling Platform Optimization Cross-Platform
Techland
Rendering | Technical Artist
Worked across the full rasterization pipeline โ€” GBuffer generation, lighting, and post-processing โ€” while scaling the renderer to ship on everything from handhelds to high-end PC. Began as a Technical Artist, which built a lasting focus on artist-facing tools, visual debugging, and workflows that keep content creators unblocked.
GBuffer Fill Lighting Post-Processing Multi-Platform Scalability Artist Tooling Visual Debugging
The Farm 51
Technical Artist
Built procedural shader systems for environmental effects โ€” forest fire, stormy ocean, wind-driven foliage โ€” alongside a landscape production pipeline and general-purpose shader library. Owned R&D for simulation systems and drove performance optimization across the board.
Procedural Shaders Wind Simulation Landscape Pipeline Ocean Rendering R&D Optimization

Disclaimer: All content on this site reflects my personal opinions and experiences only. Nothing here represents the views, positions, or endorsements of any company I currently work for or have previously worked for.