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dotm5

Computational graphics, HDR imaging, numerical experiments, and local-first tools

Blender tools, gain-map HEIC, WENO plus KAN, WinUI and Qt


What I Like Building

I am drawn to tools that sit close to real workflows: importing things, reconstructing things, validating formats, and turning experiments into something usable without making the tool bigger than the problem.

  • Graphics tooling: Blender add-ons, Unreal asset workflows, map recovery, material reconstruction, and diagnostics that make messy exports easier to reason about.
  • Image pipelines: HDR authoring, gain-map HEIC, Apple compatibility, local encoding, preview tooling, and metadata checks.
  • Numerical experiments: classical schemes, neural correction models, and small PDE experiments that are closer to notebooks than polished products.

Some repositories are just little instruments for a narrow task. That is usually intentional.

A Few Anchors

UModel_Tools_Next is the graphics corner: a maintained Blender workflow for Unreal Engine mesh and map importing.

LumaHEIC is the image pipeline corner: local HDR gain-map HEIC generation and validation.

kan-weno-solver is the numerical corner: an archived experiment combining WENO5 with KAN-style correction.


Working Bias

Local-first when possible
Small tools over dashboards
Useful experiments over polished demos
Readable pipelines over magic

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