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.
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.