Hobby
Implementing a multi-threaded renderer in Vulkan and researching new technologies. While learning Vulkan from scratch, I am also challenging myself with engine system implementation. Since this is a hobby project, code refactoring is done irregularly.
Timeframe: Worked on irregularly
Used languages and libraries:
C++23, Vulkan, Tracy, Visual Studio, VS Code, Assimp, ImGUIFeatures:
Ray Tracing
TAA, DLSS
Multi-threading (Main thread, RenderThread, Asynchronous CommandBuffer thread)
Bindless Textures
Dynamic Rendering, Timeline Semaphores
Screen Space Shadows
CSM
Clustered Shading (Work in progress)
GPU Driven Rendering
Depth Prepass
Deferred Shading
ECS, fast updates even with 100,000+ entities (Simple custom implementation)
Scene viewer, Scene system
Shader Hot Reloading
Unreal PBR
ACES, Uncharted, GT7 Tone Mapping
Mesh Loading Processing
Bachelor's thesis
Implementation of Voxel-Based Global Illumination in a physically-based deferred renderer in OpenGL
Timeframe: 2 months
Used languages and libraries:
C++17, OpenGL, CMake, Assimp, ImGUI, boostFeatures:
Deferred Rendering
Physically-Based Lighting
Compute Shader
Geometry Shader
Cone Tracing
3D Textures
Visualization of Voxel Texture
University Project 2020
3D adventure game prototype developed in a team of three with the Unreal Engine 4. I was the sole programmer and functioned as an advisor to the two artists. Project was done remotely.
Timeframe: 5 months
Languages and tools:
C++, Unreal Engine 4, GitResponsibilities:
Programming (C++ and Blueprints)
QTE system
Camera effects
Animations
Particle and general optimizations
University Project / Self-study 2020.2
Basic DistanceMatching and RotationWarping implemented as an UE4 Animation Plugin. Heavily oriented on Epic's solution used in Paragon. Only supports a character rotation between 0-45° currently.
Timeframe: 1 month
Used languages and tools:
C++, UE4Features:
Custom node in the UE4 animation system
Controlling animation speed
Smoother transition to start and end animations
Rotation bones based on character rotation
University Project 2020.1
Portal-like fluid rendered in OpenGL.
Timeframe: 3 weeks
Used languages and libraries:
C++, OpenGLFeatures:
Fluid rendered with Signed Distance Function
Lighting for procedural objects
Creating billboards with a Geometry Shader
Self-study 2020.1
Filtering a HDR Environment Map, creating a cubemap out of it and mapping it onto a sphere in OpenGL.
Timeframe: 3 weeks
Used languages and libraries:
C++, OpenGLFeatures:
HDR Environment Map Sampling
Offscreen Render Pass
Monte Carlo Filtering