// EXECUTIVE TOPOLOGY
ACTIVE PRINCIPALBERLIN STUDIO
Kai Schreiber - Lead Creative Technologist
NODE_04 // KAI_SCHREIBER
60.0 FPS LOCKED
GLSL PASS: NOMINAL // REFRAC_0.84
AWWWARDS JURY
SYS_LOCATION
Berlin, Germany
DIRECT INTERFACE
kai@themeimpact.com
/// LEAD CREATIVE TECHNOLOGIST & WEBGL SPECIALIST

KAI SCHREIBER

CORE PHILOSOPHY & THESIS

“The modern browser is not a static document reader. It is an unconstrained supercomputing canvas for real-time mathematical shaders, spatial physics, and immediate visual feedback.”

Leading WebGL engineering and hardware-accelerated interfaces at ThemeImpact. With over eight years dedicated to real-time graphics pipelines, fragment algorithms, and GPU memory architecture, Kai bridges speculative 3D artistry with production-grade runtime efficiency.

Specialized in the complete eradication of bulky MP4 background loops in favor of 8KB procedural GLSL shaders that render at deterministic 60fps across low-power silicon and high-density mobile displays. Member of the international Awwwards developer jury and active author in the WebGPU working collective.

SHADERTOY
@schreiber
GITHUB
kai-glsl
RUNTIME TARGET
60.0 FPS
MEM LEAK TOLERANCE
0.00 MB/HR
// COMPUTATIONAL SPECIALIZATIONS

CORE GRAPHICS DISCIPLINES

PIPELINE: GLSL 3.0 // WGSL // CANV_SYNC
01 // PASS8KB AVG

Procedural GLSL Shaders

Replacing 50MB background video files with real-time parametric raymarching, ambient caustics, and mathematically defined chromatic dispersion.

ZERO PRELOAD BUFFER✓ VERIFIED
02 // MEMWEBGPU

Buffer & VRAM Allocator

Strict deterministic memory cycles in Three.js and custom render targets. Proactively destroys geometry buffers and releases GPU contexts to prevent browser crashes.

CONTEXT RETENTION99.98%
03 // DYNMATH

Verlet Physics Dynamics

High-frequency spring mechanics, tactile liquid inertia, cloth simulation, and particle friction calculated directly inside Web Workers off the main thread.

THREAD DECOUPLINGWORKER-THREAD
04 // SYNCHYBRID

DOM-WebGL Projection

Sub-pixel synchronization connecting typographic DOM layouts to spatial WebGL mesh transforms, guaranteeing responsive accessibility with full 3D refraction.

ACCESSIBLE ARIA TREEPRESERVED
// SELECTED PRODUCTION RUNS

ENGINEERED WORKS DIRECTED BY KAI

PERFORMANCE AUDIT: MOBILE & LOW-TIER CERTIFIED
[CASE_01]/LUXURY PERFUMERY

Ken Perfume: Shadow

AWWWARDS SITE OF THE MONTH // FWA OF THE DAY

Developed custom volumetric light scatter and Snell's Law liquid refraction shaders. Replaced what would have been a 42MB 4K MP4 video background with an 8.2KB procedural WebGL shader running natively at 60 FPS on iOS and Android.
PAYLOAD: 8.2 KB (99.8% CUT)
MEMORY: 14.1 MB VRAM
FPS: 60.0 LOCKED
[CASE_02]/ARCHITECTURAL MONOGRAPH

Form / Function Monolith

TECHNICAL EXCELLENCE AWARD // DEV OF THE YEAR NOMINEE

Built dynamic tactile paper fiber displacement and raw aggregate concrete shaders. Implemented raymarched real-time shadows influenced by the user's local solar azimuth via Geolocation API integration.
SURFACE: MICRON PARALLAX
LIGHTING: ASTRONOMICAL SYNC
DRAWS: < 4 PER FRAME
[CASE_03]/QUANTITATIVE FINTECH

Kroma Labs High-Freq Canvas

INSTITUTIONAL PERFORMANCE LEADER

Engineered high-frequency canvas visualizer rendering 15,000 algorithmic order-book events per second using instanced WebGL buffer arrays. Zero CPU thread blockage through dedicated offscreen canvas pipelines.
THROUGHPUT: 15,000 PTS / SEC
MAIN THREAD: < 2.4%
STUTTER RATE: 0.00 MS
FRAGMENT_CORE.GLSL // COMPILED VRAM SHADER
PRECISION: HIGH_P
#version 300 es
precision highp float;
out vec4 fragColor;
uniform float u_time;
uniform vec2 u_resolution;

float raymarchCaustics(vec2 uv, float t) {
    vec2 p = uv * 3.0 - vec2(1.5);
    return sin(p.x * 2.0 + t) * cos(p.y * 2.0 + t * 0.8) * 0.5 + 0.5;
}

void main() {
    vec2 uv = gl_FragCoord.xy / u_resolution.xy;
    float caustic = raymarchCaustics(uv, u_time * 0.6);
    fragColor = vec4(vec3(0.05, 0.04, 0.08) + caustic * 0.35, 1.0);
}
JIT GLSL COMPILER // STATUS: COMPILED READYPAYLOAD: 384 BYTES
// COMPUTATIONAL TOOLCHAIN
GLSL / HLSLWGSL (WebGPU)Three.jsWebGL 2.0WebAssemblyPixi.jsBlender / HoudiniSIMD Arrays
// TELEMETRY THRESHOLDS (MOBILE TARGETS)
Snapdragon 7-series FPS60.0 FPS
Apple Silicon A15+ FPS120.0 FPS
Frame Jitter Ratio< 0.02%
Max Script Parse18.4 MS
AVAILABLE FOR SHADER AUDITSQ1/Q2 ACTIVE
COMMISSION A RESEARCH SPIKE

ENGINEER ZERO-COMPROMISE GRAPHICS WITH KAI SCHREIBER

Have an ambitious spatial vision or heavy 3D scene lagging on mobile? Commission a dedicated 2-week Creative Technology or WebGPU Shader Feasibility Spike.

// SYS_DIRECTORY // CORE PRINCIPALS & LEADERSHIP4 REGISTERED NODES
NODE_04 [ACTIVE]
Kai Schreiber
Creative Technologist // Berlin