PROTOPIE / STUDIO XID
Cross-platform Rendering
The project moved rendering from ProtoPie’s platform-specific DOM and native views into a shared GPU engine. I designed and implemented the architecture and core rendering paths of a 2D vector renderer built with Rust and wgpu.
DECISION 02 / RENDER GRAPH
Render Graph
Operations such as blur and compositing consume earlier results, so execution must respect dependencies between passes. I designed the render graph to determine pass order and manage when temporary textures holding intermediate results are needed.
Planning and GPU command encoding were separate stages, allowing graph construction and backend implementation to be developed independently.
DECISION 03 / RECOVERY
Error Recovery
When retrying makes sense
Transient failures retry on a later frame. If the render target changed, it is reconfigured first.
When input needs to change
Work that consistently fails on the same input is retried only when that input changes.