Custom C++ Deferred Rendering Engine with Light Volumes For this project, I am building my own Entity-Component-Systems Architecture C++ Engine. In its current state,… C++, Deferred, ECS, Engine
Vulkan This is one of my current projects. I am trying to learn Vulkan through tutorials with… C++, Vulkan
Big Scenes For this project, I was given a small engine as starting code. I improved it and… C++, Frustum Culling, Level-of-detail, OpenGL
Balloons 1945 This game was part of a 2 week project where we were expected to spend about… Engine, Processing
Neural Networks For this project I implemented 4 different neural networks in Matlab: Single-layer linear perceptron Single-layer perceptron… Machine Learning, Matlab, Neural Network
Recursive Ray-tracer For this project, I created a recursive Ray-tracer in C++ that featured reflection, refraction, and multi-threading… C++, Ray-tracing
CppGame This was a simple game created in C++. I tried to create a mini entity-component gmae… C++, Engine, Obj, OpenGL, SDL
Image Filtering For this project I implemented a bunch of different image filtering techniques in C++: Brighten Random… C++
Instancing and Level-Of-Detail For this project, I dove into instanced rendering in Unity. I created a tool that allowed… Blender, Compute Shader, Instancing, Level-of-detail, Python, Unity
Thunderstorm For this project, a partner and I created a thunderstorm simulation featuring particle systems, RRT’s, and… Boids, RRT, Unity
TTC Motion Handling For this project, I created a Time-to-Collision (TTC) motion-planning simulation featuring A* path-finding and a PRM-based… C++, MinGFX, TTC
Cloth Simulation For this project, I created a spring-mass cloth simulation using Processing (Java). Here are a couple… Java, Processing, Spring-mass system
Particle System For this project, I created a couple different particle systems using Processing(Java). This was my first… Java, Particles, Processing