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
An OpenGL GLSL Monte Carlo Pathtracer featuring diffuse and specular reflective and transmissive materials, compound BSDFs (e.g. glass), multiple importance sampling (MIS), and depth of field via thin lens approximation.
A Curve Editor implementing key interpolation via Bezier curves, Catmull-Rom splines, Hermite splines, and rotational interpolation via quaternion Catmull-Rom splines.