Graphics APIs: Legacy OpenGL, Vulkan 1.3+, CUDA
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
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
Project Length: 1 month (May 2025)
Features:
Geometry Shader Mesh Deformation
Compute Particle System
ASSIMP Asset Loading