A hardware-accelerated Monte Carlo pathtracer in C++, Vulkan RT, and Slang, with glTF scene loading, a physically-based BSDF with refraction, depth of field, normal mapping, and image-based lighting
A GPU boids flocking particle simulator written in CUDA, optimized with a uniform spatial grid, coherent memory access, tunable cell widths, and shared memory.
A Vulkan-CUDA interop render engine with a real-time Vulkan viewport and a pathtraced CUDA view, with support for glTF files and physically-based materials
A physically-based deferred renderer in OpenGL and GLSL, with diffuse and glossy convolution for environment map reflections on materials with roughness and metallic factors, and deferred rendering for screen space reflections
A Curve Editor implementing key interpolation via Bezier curves, Catmull-Rom splines, Hermite splines, and rotational interpolation via quaternion Catmull-Rom splines.