I am a Junior at BLHS, and I am most interested in computer science, specifically video game development, systems programming, and graphics programming. At the GKCSEF, I was awarded the Director's Choice award and the IEEE award.
My post high school goals include: Going to college for a degree in either computer science or software engineering, and creating and publishing video games as a career.
STEM courses I have taken: Honors Geometry, Honors Algebra II, Intro to Computer Graphics, Intro to Graphic Design, Graphic Design A, Graphic Design B, Honors Biology, Honors Chemistry, Intro to Computer Programming (KSU), Robotics, Principles of Engineering, and a whole lot of self-study in programming.
Abstract: I implemented a feature known as "Eye-Tracked Foveated Rendering" in the Unity engine. It is a technique that uses eye trackers built into certain VR headsets to track where you are looking and reduce detail in areas you are not looking to increase performance. Current implementations by companies like Meta, NVIDIA, and ARM only reduce how many pixels are rendered in your peripheral vision, but textures are still rendered at full resolution in that space. Therefore, my implementation reduces the detail level of textures the further from your focus an object is on the screen.
Following is the poster:
And the paper: