Real-time rendering, performance optimization, and graphics engineering
Developer portfolio focused on real-time graphics and performance optimization.
I work at the intersection of low-level graphics programming and production art pipelines: mobile GLSL shaders, Vulkan rendering experiments, CUDA path tracing, CPU rasterization, Unity shading, Unreal grooming, and workflow tools for technical artists.
VulkanCUDAGLSL / HLSLC++Unity / Unreal
Selected work
Projects
Offline Rendering
CUDA Path Tracer
GPU path tracing project focused on physically based light transport, BSDF material sampling, refraction, depth of field, OBJ mesh loading, HDR environment lighting, BVH acceleration, and performance optimization.
Implemented CUDA kernels for ray generation, BSDF shading, scattering, and progressive accumulation.
Added refraction, stochastic antialiasing, depth of field, HDR environment maps, and OBJ mesh loading.
Optimized traversal and path processing with BVH acceleration, stream compaction, and material sorting.
A collection of optimized real-time shader studies for stylized car paint, lava effects, animated cloud materials, water reflection, and low-cost in-game shadows.
RBF-based automated facial rigging tool that retargets MetaHuman facial performance to custom cartoon characters and prepares them for Unreal Live Link animation.
Real-time shadow optimization scheme for an SNS community game, using render textures, baked directional shadow channels, and static batching to reduce runtime shadow cost.