Projects

  • Accellant: A demo SoC implementation with a simple 6-10-stage RISC-V CPU and I/O cores
  • Pathsy: A simple, offline path-tracer running at 160 Mhz on a Xilinx Spartan S7 FPGA.
  • Mandelbrot: Mandelbrot implementations on GPGPU & CPU for floating-point vs fixed-point comparisons.
  • Tyler: A SIMD-capable, multi-threaded tile-based SW Rasterizer .
  • SoftLit: Super simple software-rasterizer in less than 1000 LoC, capable of rendering ~1M tris @30 FPS on Intel Skylake 6700-HQ.1
  • Basic GI: Minimal raytracer that I wrote in a few hours featuring diffuse & specular shading, soft and hard shadows, mirror-like reflections and refractions with MSAA and gamma-correction support.

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  • JBICDemo framework that I created from scratch using C++ and OpenGL 4.5 Just Because I Can. I implemented following essential rendering features:
      • Simple asset pipeline based on Blender & OBJ model format
      • Custom .scene description to quickly create demo scenes
      • Blinn-Phong per-fragment point/directional/spot lighting
      • Normal mapping, environment mapping, light mapping
      • Post-process effects: Edge Detection, Gaussian Blur, Motion Blur, HDR & Tonemapping, Bloom, DoF, Lens Flare
      • Shadow Mapping, PCF, Cascaded shadow maps
      • Deferred shading
      • Screen-space Ambient Occlusion
  • Arcade Racing : Single/Multiplayer 3D racing game project that I’ve created as my graduation project. The game is written with C++ using the awesome open-source rendering engine OGRE3D and Bullet Physics. Check the project’s page for more details and code & assets on GitHub!

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