GRAPHICS PROGRAMMING
CUDA Hardware RT Pathtracer
Wavefront GPU renderer with NEE + MIS, light linking, and physically based cameras
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