GRAPHICS PROGRAMMING
CUDA Boids Flocking
GPU flocking simulation with naive, scattered, and coherent uniform grid neighbor search
GPU Pathtracer
Realtime Pathtracer with MIS and BVH in GLSL/OpenGL
Mini-Minecraft
Real-time voxel game with procedural terrain and dynamic sky
Deferred PBR Renderer
Real-time physically based renderer with screen-space reflection
FK/IK and Skinning Editor
Forward/Inverse kinematics and skinning editor with Unity Foot-IK plugin
Autonomous Agent Steering Behaviors
11 steering behaviors for character animation based on Craig Reynolds
Particle Fireworks System
Real-time particle system editor and fireworks simulator