Real-time volumetric cloud renderer on a custom DirectX 12 engine, extending Guerrilla Games' Nubis 3 with GPU-driven procedural cloud generation and physically-based atmospheric scattering.
GPU-accelerated physically-based path tracer with BVH surface-area heuristic, GGX microfacet BSDF materials, and OptiX AI denoising.
Real-time grass rendering in Vulkan using tessellation shaders and physics-based wind simulation for thousands of animated blades.
Forward Plus and Clustered Deferred rendering pipelines in WebGPU, enabling efficient rendering of thousands of dynamic lights directly in the browser.
Voxel engine with procedural multi-biome terrain, multithreaded chunk streaming, PCF shadow mapping, and physics-based player movement.
Maya C++ plugin implementing motion smear deformation with Catmull-Rom trajectory interpolation and a three-node architecture for stylized animation.
A lightweight 3D modeling tool with a Maya-inspired interface and core mesh editing operations.
GPU-accelerated boid flocking simulation with uniform-grid and coherent-grid spatial data structures for massively parallel neighbor queries.
Real-time fluid simulation implementing Jos Stam's stable fluid solver with velocity advection and pressure projection.