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Aleksandr K.

Warsaw, Poland

$35/hr
4.8
42 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. Graphics Programming, Vulkan, Metal, DirectX 12, OpenGL, HLSL, GLSL, MSL, Slang, Real-time Rendering, Custom Engine Development. Unreal Engine 4/5, 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, 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
Ayoub B.

Argenteuil, France

$80/hr
5.0
20 jobs

I’m a senior creative engineer specializing in JUCE/DSP, real-time 3D, AI systems, FFmpeg workflows, and full-stack product development. I build production-ready software across audio plugins, desktop apps, WebGL/XR experiences, AI-powered tools, and media-processing pipelines. My strength is combining strong engineering with design precision, so the final product is not only functional, but fast, polished, and easy to use. Core skills include: Audio/DSP: JUCE, C++23, VST3, AU, CLAP, FFmpeg, custom plugin GUIs 3D/XR: Three.js, WebGL, WebXR, Unity, OpenGL, Blender AI/ML: Python, PyTorch, OpenCV, RAG, FastAPI, automation workflows Full-Stack: Next.js, React, Electron, Node.js, Hono.js, Prisma, PostgreSQL, Docker I’m a good fit if you need a reliable technical partner for complex creative software, including audio tools, 3D viewers, AI applications, video-processing systems, or custom desktop/web platforms.

  • C++
  • C#
  • TypeScript
  • Audio Engineering
  • Audio & Music Software
  • Digital Signal Processing
  • AI Consulting
  • Python
  • FFmpeg
  • Next.js
  • PostgreSQL
  • Three.js
  • WebGL
  • Unity
  • Blender
Andrew B.

Lviv, Ukraine

$40/hr
5.0
52 jobs

Hi, Everyone! I'm ✅ Top-rated professional with over 7 years of commercial experience. ✅ One of the best Three.js developers on Upwork with 100% job success rate! ✅ React frontend developer with a strong knowledge and experience in 3D web applications. Looking to bring your 3D vision to life? Let’s chat and make it happen! What I Can Do for You 1. Develop robust product or data management platforms. 2. Create advanced data annotation tools for 3D assets. 3. Design and implement versatile 3D configurators and editors. 4. Develop custom 3D tools, interactive landing pages with immersive experience. 5. Work with various data formats (e.g., FBX, GLTF, OBJ) and integrate them smoothly into your projects. Implement “View in AR” functionality. 6. Create complex animations and visual effects. 7. Develop mini games. Incorporate physics into your application using engines like cannon-es. 8. Help you to visualize large point cloud datasets on the web 9. Perform various frontend development tasks, including layout and design using REACT, HTML, CSS, and JavaScript. 10. Optimize code for improved performance and scalability. Debug and resolve complex code issues efficiently. Tech stack: Frontend Development: Three.js, React, R3F, Redux, Potree, Chart.js, JavaScript, GLSL, HTML5, CSS3, SASS. Backend Development: Node.js, Express, AWS, puppeteer. Tools and Software: Visual Studio Code, GitHub, GitLab.

  • JavaScript
  • Git
  • HTML
  • Node.js
  • React
  • CSS
  • Redux
  • Web Development
  • Chart.js
  • Fabric.js
  • GSAP
  • Puppeteer
  • WebGL
  • Three.js
  • AR & VR
Marwan B.

Epinay-sur-Seine, France

$60/hr
5.0
1 jobs

We are a technical engineering team behind Strix Corporation, a studio specialized in solving complex challenges in Unity and real-time applications. We operate as a team of two senior developers with complementary expertise, allowing us to adapt to a wide range of technical needs and scale depending on project scope. We work with game studios and tech teams as a technical partner, focusing on production-critical topics such as performance, tools, and debugging. Our expertise includes: • Tools & Editor Development (Unity UI Toolkit, custom workflows, internal tools) • Gameplay Systems & Architecture (scalable systems, refactoring, code structure) • Performance & Optimization (CPU/GPU profiling, mobile & console optimization) • Graphics Programming & Shaders (URP, Built-in, OpenGL, rendering systems) • SDK Integration (Firebase, Game Services, native SDKs) • Build Debugging & Technical Support (complex bug investigation, runtime analysis) We have strong experience working on real production constraints, including console platforms such as Nintendo Switch. We also develop internal tools to improve development workflows, including a remote debugging solution for Unity builds used to inspect and modify runtime data in real time. We collaborate remotely with teams and integrate easily into existing workflows, whether for short-term problem solving or longer technical partnerships.

  • OpenGL
  • Unity
  • C#
  • C++
  • Game Development
  • OpenGL Shading Language
  • Game
  • Unreal Engine
  • Game Engine
  • Game Development Deliverables
  • GameMaker
Eduardo Emmanuel F.

Mineral de la Reforma, Mexico

$20/hr
4.6
12 jobs

I help companies build high-performance interactive 3D and WebAR experiences using Three.js: fast, optimized, and production-ready. Typical problems I solve: -Slow or laggy 3D web apps that lose users on load. -Unclear Three.js architecture that becomes unmaintainable. -WebAR demos that fail to convert visitors into users or clients. -Bad 3D interactive flow desing How I deliver results: -Three.js + React integration for maintainable, componentized 3D UI. -WebXR / WebAR implementations and cross-device testing. -Asset optimization (GLTF/DRACO, LODs, texture atlasing) and build-time tooling. -Performance profiling, lazy loading, code splitting and progressive enhancement. -Clean architecture and API integration (Node/Express, REST or GraphQL) when needed. What you get: -Production-ready 3D experiences that load fast and are easy to extend. -Clear documentation and a deployable demo that you can show to stakeholders. -Reliable communication: Top Rated · 100% Job Success. If you need a reliable Three.js expert to deliver a fast, high-quality interactive or WebAR experience, send a message with your requirements and I’ll reply with a clear plan and timeline. 🌟🌟🌟🌟🌟 "Eduardo is very professional in his response time and delivery. Very easy to communicate with and he understood the brief from the start. He showed initiative and understands his craft. I would highly recommend him and will hopefully continue working with him in the future."

  • Three.js
  • OpenGL Shading Language
  • 3D Product Rendering
  • React
  • Node.js
  • Augmented Reality
  • JavaScript
  • WebGL
  • Java
  • Blender
  • Unity
  • Game Development
  • Full-Stack Development
Eduardo Enrique B.

Guatemala, Guatemala

$17/hr
5.0
47 jobs

Being game assets or promotional artwork I deliver tailored 2D & 3D digital assets on time, with constant updates, all through an iterative process suited to ensure the quality expected is met or exceeded. Concept Art: Narratively driven + Functional + Iterative + Collaborative + 3D blockouts + Breakdowns Unity & Unreal: Asset Implementation + Scene baking + Object occlusion / asset optimization + C# coding Illustration: Splash art + Trading card art + In Game Assets + Steam store page artwork + Mangas & Comic Books 3D Modeling: HardSurface + Sculpting + LODs + Propper topology for rigging and/or in game usage + Optimization Texturing: PBR + Baking + Procedural + HandPainted + OpenGL / DirectX + Narratively driven Animation: 3D & 2D + VideoTeasers + In game VFX + Traditional frame by frame + UI

  • Character Design
  • Adobe Photoshop
  • Blender
  • Unity
  • Illustration
  • Digital Painting
  • Video Game
  • Game Art
  • Anime
  • 3D Art
  • 3D Modeling
  • Environmental Design

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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.