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Clician Deo B.

Sariaya, Philippines

$15/hr
5.0
9 jobs

Full Stack Developer & Three.js/WebGL Specialist with expertise in building high-performance web applications, interactive 3D experiences, and game-integrated platforms. Skilled in React, Vue, Next.js, Three.js, WebGL, Node.js, Express.js, MongoDB, PostgreSQL, Mongoose, and Sequelize. Experienced in Unity (C#), Unreal Engine (C++), Pixel Streaming, AWS, and Google Cloud. Focused on creating scalable APIs, immersive real-time experiences, and visually engaging web solutions.

  • Three.js
  • Next.js
  • React
  • Tailwind CSS
  • Node.js
  • Vue.js
  • PostgreSQL
  • MongoDB
  • MySQL
  • REST API
  • Unity
  • Unreal Engine
Givin Y.

Elk Grove, California

$20/hr
5.0
11 jobs

I am a Computer Science student and software developer experienced in web development, 3D graphics, and game architecture. I enjoy working with teams to turn client's ideas into finished products. My experiences includes Java, Python, TypeScript, React, Flask, SQL, OpenGL, JOGL, GLSL shaders, and GitHub. I have worked on projects such as cross-platform expense tracker, Java HTTP server and load testing tool, 3D graphics projects, an AI powered sermon sub for a church client, and a multiplayer zombie tag game that features all game mechanics and NPCs. - Strong in Java, Python, TypeScript, React, Flask, SQL, and GitHub - Experienced in game development, 3D graphics, shaders, networking, physics, AI systems - Comfortable with frontend, backend, debugging, project planning, and team collaboration - Interested in game development, AI deep reinforcement learning, Local LLM, PC building, and software development. - Clear and frequent communication is important to me when being successful on an project - I love honest feedback as it makes me grow as a person and helps me to teach others in being successful

  • Game Design
  • Game
  • Product Development
  • Construction Document Preparation
  • Web Application
  • Web Development
Ayoub B.

Argenteuil, France

$60/hr
5.0
23 jobs

I build production-grade audio plugins, real-time 3D tools, and AI-powered software for startups and studios from C++/JUCE DSP engines to WebGL configurators and AI pipelines, shipped end to end. My strength is combining rigorous engineering with design precision: the result is software that's not just functional, but fast, polished, and easy to use. Core skills: Audio/DSP : JUCE, C++23, VST3/AU/CLAP, FFmpeg, custom plugin GUIs 3D/XR : Three.js, WebGL, WebXR, Unity, Unreal Engine, OpenGL, Blender AI/ML : Python, PyTorch, OpenCV, RAG, FastAPI, automation workflows Full-Stack : Next.js, React, Electron, Node.js, Cloudflare-native architectures (Workers, D1, R2) for SaaS products and creative tools I work best as an ongoing technical partner on retainer or for multi-phase builds for teams shipping complex creative or AI-powered software. Happy to scope shorter projects too, but I do my best work when I'm involved from architecture through launch.

  • C++
  • C#
  • TypeScript
  • Python
  • Rust
  • Audio Engineering
  • Audio & Music Software
  • Digital Signal Processing
  • AI Consulting
  • Cloudflare
  • FFmpeg
  • Next.js
  • PostgreSQL
  • Three.js
  • WebGL
  • Unreal Engine
  • Unity
  • Blender
  • AI Agent Development
Dipen P.

Ahmedabad, India

$38/hr
4.6
1,519 jobs

Completed 50+ world-class 3D product configurators across various industries. With 20 years of experience in computer graphics and computational geometry, I help businesses turn complex 3D and visual data into interactive, production-ready software — from AI-powered computer vision pipelines to real-time 3D configurators and digital twins. On the 3D configurator and e-commerce side, I create web-based experiences where users can load, customize, and augment products in real-time using WebGL/Three.js and modern JavaScript, then purchase directly through the website — turning static product pages into interactive sales tools. My technical foundation covers both precision CAD work (STEP/IGES) and mesh-based pipelines (STL/OBJ), using geometry kernels like Parasolid, Open Cascade, CGAL, and IGL, graphics libraries like VTK and OpenGL, and languages including C++, C++/CLI, C#, and JavaScript, with UI frameworks like Qt and MFC for desktop tools. On the computer vision and AI side, I build systems that extract measurements, detect defects, and verify manufacturability directly from images, scans, or CAD models — including photogrammetry pipelines that reconstruct accurate 3D models from real-world photos for digital twin and inspection use cases. Whether the challenge is reconstructing real-world geometry through photogrammetry, building a digital twin that mirrors physical assets, training a vision model to inspect or measure parts, or shipping a configurator that helps customers buy with confidence, I bring deep geometry expertise together with modern AI and graphics tooling to deliver solutions that solve real engineering and business problems.

  • WebGL
  • React
  • D3.js
  • C++
  • Unreal Engine
  • TypeScript
  • Next.js
  • AR & VR
  • CAD
  • Lidar
  • Computer Vision
  • GIS
  • Three.js
  • JavaScript
  • AI Agent Development
  • Ecommerce
Aleksandr K.

Warsaw, Poland

$35/hr
4.8
45 jobs

Hello! My name is Aleksandr Kalinin. I have a double major in Math and CS. I have been programming professionally since 2006. Skills: C++ 11/14/17/20/23, STL, SIMD (SSE, AVX, AVX512), CMake, vcpkg, Conan, Boost, perf, VTune. Python, Data Science, NumPy, Pandas, Matplotlib. Rust, tokio. Algorithms, Data Structures, Computational Geometry, Optimization, Linear Algebra, Numerical Methods. Concurrent Programming, Multithreading, Lock-free Programming. CUDA, HIP, OpenCL, Compute Shaders, Halide, TBB, OneAPI. MATLAB, SageMath, Mathematica. Graphics Programming, Vulkan, Metal, DirectX 12, OpenGL, HLSL, GLSL, MSL, Slang, Real-time Rendering, Custom Engine Development. Unreal Engine 4/5, UE5 (3D, PCG, Geometry Scripting, Control Rig, Niagara, UMG, Slate, GAS, Chaos Cloth), Godot, Cocos2dx Machine Learning, Deep Learning, PyTorch, TensorFlow, Scikit-Learn, ONNX, TensorRT. Computer Vision, Image Processing, OpenCV, Roboflow, Triton, YOLO, YOLOv11, DETR, RT-DETR, Faster R-CNN, R-CNN, U-Net, DeepLabV3+, SAM, SAM2, SegFormer, ResNet, ConvNeXt, ViT, Swin. Optimization / Solvers: OR-Tools (CP-SAT), Z3, MiniSAT, SCIP, HiGHS, IPOPT, MiniZinc. Point Cloud Processing, Collision Detection, Physics Simulation. Maya API, Houdini API (HDK, VEX, HScript), Blender Python API, Pipeline Tools Development. Software Porting, Game Development. Qt, QML, PySide6, JUCE, WxWidgets, VTK. iOS Development, Swift, Objective-C, UIKit, AVFoundation, Metal. Android Development, NDK. FFmpeg WebRTC, RTMP, RTSP, SRT, HLS, NDI, MPEG-DASH, CMAF, WebTransport, QUIC, UDP/RTP/RTCP, TCP, WebSockets, HTTP Live Streaming pipelines, Video Processing, Real-time Streaming Systems. JavaScript, Node.js, Three.js, Pixi.js. Docker, Kubernetes, AWS, EKS, CI/CD, n8n. PostgreSQL, Supabase. Windows, Mac, Linux. AI, Claude Code.

  • OpenGL
  • OpenCV
  • C++
  • Python
  • Machine Learning
  • Mathematica
  • Mathematics
  • MATLAB
  • Image Processing
  • DirectX
  • Microsoft Windows
  • Geometry
  • 3D Graphics Framework
  • CMake
  • Computer Graphics
Uzair B.

Lahore, Pakistan

$40/hr
5.0
24 jobs

Six years of experience have prepared me for all project stages and sizes. Whether it's conceptualizing a fresh project, rescuing a troubled one or scaling to serve millions, my expertise in Three.js, WebGL, React, and Next.js ensures I’m equipped to create mind blowing 3D web experiences that are smooth, interactive, and browser friendly. 👉 𝐀𝐫𝐞 𝐲𝐨𝐮 𝐟𝐚𝐜𝐢𝐧𝐠 𝐨𝐧𝐞 𝐨𝐟 𝐭𝐡𝐞𝐬𝐞 𝐜𝐡𝐚𝐥𝐥𝐞𝐧𝐠𝐞𝐬? • “We need more than just a 3D model, we need a high performance 3D product configurator that can drive sales and integrate with our e-commerce platform.” • “Our current 3D Web App is just frustratingly slow and buggy. We're hoping to find an expert who can step in to fix the problems and make sure it runs smoothly for our customers.” • “We’re tired of developers with only 'YouTube-tutorial' familiarity. We need a true Three.js specialist who understands the complexities of creating high quality 3D on the web.” • “Our last developer left our project unfinished. We need a reliable expert to take ownership and get the project across the finish line.” 👉 𝐒𝐨𝐥𝐮𝐭𝐢𝐨𝐧𝐬 𝐈 𝐃𝐞𝐥𝐢𝐯𝐞𝐫 • 3D Product Configurators & Custom Model Viewers • Immersive 3D Websites & Landing Pages • High-Fidelity 3D Product Visualization • Procedural Geometry & Mesh Generation • Advanced Character & Armature Animation • Dynamic Particle Systems & Visual Effects • Motion Capture & Motion Tracking Implementation • AR/VR & WebXR Applications • Browser-Based 3D Games & Metaverse Environments • Interactive 2D/3D Sprite Environments • Scaling Next.js & Supabase Applications Drop me a message with “𝐑𝐄𝐀𝐃𝐘” and get a free discovery session with a solid action plan. 👉 𝐓𝐨𝐨𝐥 𝐁𝐨𝐱 • React.js, Next.js, Redux, RTK • Three.js, React Three Fiber, React Three Drei, Framer Motion, React Spring, React Three Rapier, Babylon.js, Fabric.js, WebGL, WebXR, AR/VR, ARKit, WebXR • Texture Optimization: KTX, ETC1S, and UASTC • Node.js, Express, GraphQL, Nest.js, Supabase • MongoDB, PostgreSQL, Redis • AWS, DigitalOcean, Vercel 👉 𝐇𝐢𝐠𝐡𝐥𝐢𝐠𝐡𝐭𝐬 • 400+ hours as a Three.js/WebGL Developer on 3D Teamwear Configurator • 2500+ hours as a Three.js/WebGL Developer on a Metaverse multi-tenant E-commerce. • 1400+ hours as a Three.js/WebGL Developer on a multi-tenant 3D Packaging Solution. • 40+ hours as a Three.js/R3F developer on a 3D travel visualization platform. • 30+ hours as a Three.js/R3F developer on a 3D robotics warehouse solution. 🎁 Feel free to reach out anytime, I'm quick to respond here on Upwork. ( unless I'm sleeping )

  • Full-Stack Development
  • Three.js
  • WebGL
  • JavaScript
  • TypeScript
  • Node.js
  • GSAP
  • Framer
  • Fabric.js
  • Babylon.js
  • 3D Texturing & Lighting
  • Supabase
  • React
  • Next.js
  • ARKit
  • 3D Modeling
  • 3D Rendering
  • 3D Animation

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OpenGL vs. Metal: The Past and Future of iOS Graphics APIs

Graphics APIs are the middlemen that connect visual-intensive software to the specialized pieces of hardware that render those graphics. As mobile hardware has seen huge advances in parallel processing power, developers have rushed to take advantage of it, and the competition between different APIs has gotten intense. But the difference between these APIs isn’t just technical–it’s a competition between two very different approaches to getting hardware and software to talk to one another. In this article, we’ll look at what graphics APIs are, how they work, and compare OpenGL and Metal, two of the biggest players in mobile graphics.

What is hardware acceleration?

Before we get into the specifics of graphics APIs, it’s good to know a little about hardware acceleration in general. Hardware acceleration is the use of dedicated hardware, typically a Graphics Processing Unit (GPU), to perform computationally intensive work. Rather than CPUs, which are the general-purpose engines of computers, GPUs are designed to handle multiple intensive calculations in parallel. Hardware acceleration has applications in cryptography, data mining, and other types of work that benefit from parallelization. For most people, however, hardware acceleration is used to more quickly and efficiently render 3D graphics. Many of the most impressive effects seen in modern video games–think ultra-high-resolution textures, lifelike lighting, and atmospheric effects–are only possible thanks to hardware acceleration.

Graphics APIs

In order to take advantage of GPUs, applications rely on APIs. In the world of mobile graphics, there are a few major players. Next, we’ll take a look at how these APIs work and compare some of the major options for iOS.

Like other APIs, graphics APIs connect pieces of software to another resource. In this case, that resource is a piece of hardware, the GPU. This allows software developers to take advantage of the parallel processing power that GPUs use to handle the massive blocks of data and complex algorithms required to quickly render 3D images. However, not all graphics APIs work the same way. Some are high-level APIs designed to work across GPUs from multiple vendors. In the same way that high-level programming languages are designed to function no matter what type of system they’ll eventually run on (like Python, for example), high-level graphics APIs are meant to allow developers to focus on what they’re trying to accomplish rather than the details of technical execution. Of course, as with high-level programming languages, this level of abstraction comes at the expense of efficiency, particularly in the area of draw calls, which are instructions sent by the CPU to the GPU to render a given object. The longer it takes these instructions to reach the GPU, the slower the graphics become.

On the other end of the scale, low-level APIs give developers much more direct access to the specific hardware. The advantage here is similar to that of low-level programming languages (C++ is a good example), where the level of abstraction is minimal, giving the developer much greater control over how their instructions are executed in the underlying hardware. As a result, low-level APIs can take fuller advantage of a particular GPU’s architecture, resulting in speed and efficiency gains that would be impossible with a higher-level API. The downside to this is lower portability and less compatibility. A low-level API might only be compatible with GPUs designed using a particular, vendor-specific architecture. This can be a serious problem if you’re developing applications that are meant to be widely available.

Want to learn more about APIs? Check out Upwork’s guide to the API economy.

OpenGL: Designed for flexibility

OpenGL (short for Open Graphics Library) is the quintessential high-level graphics API. It’s one of the oldest graphics APIs around, originally coming to prominence in the PC era. Despite it’s age, OpenGL has been continually updated and remains one of the most highly used APIs, especially in the arena of mobile games, where it’s supported by both iOS and Android. From a developer’s standpoint, the ability to write applications that can take advantage of hardware acceleration on both major mobile platforms can be a serious advantage, even if it comes at the expense of performance.

Metal: Designed for speed

Metal is a low-level, proprietary API written in C++ that represents the latest in graphics API design. While high-level APIs like OpenGL are still used in many contexts, there’s been a definite trend over the last several years toward low-level APIs that can take advantage of the massive advancements in GPU speed.

Unlike OpenGL, which is hardware agnostic, Metal is designed specifically to work with Apple’s hardware architecture. From a developer standpoint, it allows you to take advantage of the particularities of Apple’s hardware directly, rather than relying on the API to handle it for you. In theory, this should allow you to achieve much higher performance than would be possible with a high-level API. Metal is also designed to be low overhead, meaning it eliminates many of the features that make OpenGL feel “heavy” or “bloated,” potentially adding to performance gains. Incidentally, these same qualities also make Metal better suited to computationally intensive tasks besides rendering 3D graphics. This could be a boon to mobile developers who are developing Computer-Assisted Design (CAD) or statistical software.

Open vs Closed

Apple is famous (or notorious) for its closed ecosystems. They design their own proprietary CPUs and operating systems, meaning it’s possible for Apple to reach a level of integration that’s impossible for their competitors. It makes sense, then, that they would want a proprietary graphics API to take advantage of that as well. The downside from a developer’s perspective is that while you can theoretically achieve extremely high levels of performance in this ecosystem, you’re also more “locked in,” making it much more time- and resource-intensive to create both Android and iOS versions of your applications. In the case of Metal, which is designed to work with Apple’s latest GPU architecture, this can even shut out users who are still using older Apple devices.

Which API is right for your team depends on the specifics of your application and your business goals. If your app depends on the latest and greatest in 3D graphics, it may make sense to go with a low-level API like Metal. If it’s more important that your application be able to run on as many platforms as possible, it may make sense to go with something higher-level.