About

I am Daiki Eguchi, a Graphics / Rendering Engineer focused on real-time rendering, shader programming, and game engine internals.

What I work on

Real-time rendering and graphics programming, mostly in Unreal Engine and Unity. I spend most of my time in shading, lighting, and the parts of an engine where rendering meets performance.

What I am interested in

  • Shading models and how engines encode material data through the GBuffer
  • Surface detail techniques — normal mapping, parallax mapping, and their limits
  • Engine internals: how a renderer is structured, and what it costs to change it
  • GPU performance and profiling

What I have built

Personal rendering experiments and engine modifications, written up in detail so the reasoning is reproducible rather than just the result.

See projects →

Where I write

I publish English articles here on daikieguchi.dev, and Japanese articles on myHatena Blog. English articles link to their Japanese counterpart where one exists.

Elsewhere