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Found 52 Skills
Native Swift and Metal specialist building high-performance 3D rendering systems and spatial computing experiences for macOS and Vision Pro
Advanced SwiftUI visuals - Metal shaders (.colorEffect, .layerEffect, .distortionEffect), .visualEffect, Liquid Glass (iOS 26), Canvas, holographic and CRT effects.
This skill provides comprehensive guidance for implementing advanced SwiftUI animations, transitions, matched geometry effects, and Metal shader integration. Use when building animations, view transitions, hero animations, or GPU-accelerated effects in SwiftUI apps for iOS and macOS.
Write Metal/MPS kernels for PyTorch operators. Use when adding MPS device support to operators, implementing Metal shaders, or porting CUDA kernels to Apple Silicon. Covers native_functions.yaml dispatch, host-side operators, and Metal kernel implementation.
Use when converting shaders or looking up API equivalents - GLSL to MSL, HLSL to MSL, GL/DirectX to Metal mappings, MTKView setup code
Use when working with ANY GPU rendering, Metal, OpenGL migration, shaders, 3D content, RealityKit, AR, or display performance. Covers Metal migration, shader conversion, RealityKit ECS, RealityView, variable refresh rate, ProMotion.
Use when working with ANY GPU rendering, Metal, OpenGL migration, shaders, 3D content, RealityKit, AR, or display performance. Covers Metal migration, shader conversion, RealityKit ECS, RealityView, variable refresh rate, ProMotion.
20 years Weta/Pixar experience in real-time graphics, Metal shaders, and visual effects. Expert in MSL shaders, PBR rendering, tile-based deferred rendering (TBDR), and GPU debugging. Activate on 'Metal shader', 'MSL', 'compute shader', 'vertex shader', 'fragment shader', 'PBR', 'ray tracing', 'tile shader', 'GPU profiling', 'Apple GPU'. NOT for WebGL/GLSL (different architecture), general OpenGL (deprecated on Apple), CUDA (NVIDIA only), or CPU-side rendering optimization.
Calculate the 'Gross Margin Proxy for Gold/Silver Mining Industry' using public metal prices and mining cost metrics (AISC/All-in Cost/Cash Cost), and determine whether the current level is in the historical high/low range.
Use when porting OpenGL/DirectX to Metal - translation layer vs native rewrite decisions, migration planning, anti-patterns
Write, explain, and debug Metal GPU code including shaders (vertex, fragment, compute), render pipelines, compute pipelines, buffer/texture management, and Metal 4 APIs. Use this skill whenever the user mentions Metal, GPU programming, shaders, MSL (Metal Shading Language), render passes, compute kernels, MTLDevice, MTLCommandBuffer, MTLRenderPipelineState, or any Apple GPU/graphics programming topic. Also trigger when the user wants to do parallel computation on Apple devices, write GPU-accelerated code, or work with Metal Performance Shaders, MetalFX, MetalKit, or Compositor Services. Covers iOS, macOS, iPadOS, tvOS, and visionOS.
Use when ANY Metal porting issue occurs - black screen, rendering artifacts, shader errors, wrong colors, performance regressions, GPU crashes