Graphics APIs: Legacy OpenGL, Vulkan 1.3+, CUDA, GLSL
Project Length: 7 months (May 2025 - December 2025)
Features:
Worked on converting an animated real-time large crowd rendering project with continuous LOD and GPU instance management from the OpenGL API into the Vulkan API with CUDA-Vulkan interoperability.
Original project is based off this Research Paper
Renderer can handle up to 4096 animated creatures
Added a feature to read/ parse simulation data for rendering densely populated urban pedestrian behaviors.
Wrote a technical guide highlighting tips of what I had learned from porting over Legacy OpenGL codebases into Vulkan.
Graphics API: Core OpenGL 3.0, GLSL
Project Length: 1 month (July 2025)
Features:
Procedural Terrain Generation:
Heightmap generation done with random Simplex Noise and Fractional Brownian Motion.
Baked Normal map generation done by calculating the gradients of each point of the heightmap.
Advanced Shading:
Parallax Occlusion Mapping on terrain surface to give the illusion of depth.
Blinn-Phong Lighting Model.
Height-based snow texturing for mountain peaks.
Fog effect when camera is far away from the scene.
Skybox cubemap environment.
Post-Processing Effects:
HDR and Tonemapping.
Two-Pass Gaussian Blur for Bloom, using a downsampled framebuffer for increased performance.
Screen Space Lens Flare.
Graphics API: Core OpenGL 3.0, GLSL
Project Length: 1 month (June 2026)
Features:
Procedural Maze Generation Algorithms (Binary Tree, Sidewinder, Aldous-Broder, Wilsons, Hunt and Kill, Recursive Backtracker) that are dynamically able to switch using the Strategy Design Pattern.
Pathfinding using Dijkstra's Algorithm in order to visualize the shortest path between two points as well as the longest possible path that can be taken from one point.
Graphics API: Core OpenGL 3.0, GLSL
Project Length: 1 month (May 2025)
Features:
Geometry Shader Mesh Deformation
Compute Particle System
ASSIMP Asset Loading