Graphics Engineer specialized in low-level APIs (DirectX 12, Vulkan) and real-time rendering architecture. Proven track record of shipping AAA titles and developing high-performance solutions for both production and academic research. Particularly drawn to roles involving custom engine architecture, GPU optimization, and the implementation of state-of-the-art rendering techniques.
High-performance, graphics-API-agnostic render engine (C++, Slang, Vulkan, DirectX 12) built to scale from experimental rendering research to fully featured real-time applications. Features a RenderGraph with automatic barrier insertion and transient resource management, and a GPU-driven pipeline using mesh shaders, indirect drawing, compute-based culling and pure bindless architecture powered by a hot-reloaded Slang shader system. Includes Nanite-inspired geometry rendering built on meshlets and a Visibility Buffer.
View Source :: GitHub →
Physically based simulation modeling complex fabric interactions using Compute Shaders.
View Source :: GitHub →
Comprehensive 3D rendering library (C++, Vulkan, GLSL) acting as an accessible wrapper for verbose Vulkan API components. Features forward and deferred pipelines built from scratch, Global Illumination using Voxel Cone Tracing, Diffuse and Specular IBL, Physically Based Bloom (CoD), raytraced shadows/AO and SSR.
⭐ Valued by the community with 40+ stars on GitHub
View Source :: GitHub →
Real-time graphics pipeline implementation showcasing fundamental computer graphics algorithms.
View Source :: GitHub →
Browser-based real-time fur rendering and combing system using WebGL and custom shader programming, developed during an internship at SEDDI by adapting academic papers on hair illumination algorithms.
View Source :: GitHub →
Game development project featuring custom graphics integration and internal tooling.
View Source :: GitHub →
Beyond rendering, 3D art is a personal hobby. This samurai kabuto helmet is my own work.
View Portfolio :: ArtStation →