When I first joined I was responsible for integrating a render graph along with ray traced shadow, reflections and global illumination passes originally written by Tomasz Stachowiak. I did a large amount of optimizations and improvements to the rendering backend to make it production ready.
Furthermore, I implemented features like virtual lights, tile based culling, execute indirect support, dynamic resolution scaling, temporal anti aliasing, outlines, overlays, volumetric fog (froxels), raymarched clouds, screen space reflections, order independent transparency, color grading pipeline, FSR, NVIDIA reflex and more.
I also worked on creating a rendering API for our gameplay programmers and modding community allowing them to dynamically modify geometry, create particle systems and other simulations / effects.
For my bachelors I did my internship at Traverse Research where I worked for Embark Studios as a contractor. I joined Embark’s creative playground project as a rendering engineer. This project uses an in-house engine built from scratch using Vulkan written in Rust.
During this internship, I added virtual reality support to the engine and did the initial Android port. Also, I replaced their bling-phong shading with a physically based shading model and added image based lighting. Before I started full time at Embark, I briefly worked on a Rust -> SPIR-V compiler, where I wrote a structurizer.
In my 3rd year, together with a team of 7 people, we created a real time hardware accelerated hybrid ray tracer using DirectX 12. We integrated this renderer into Autodesk Maya as a viewport replacement to help artists iterate faster. I was the lead developer on this project.
In my 4th year, I worked on a project experimenting with mesh shaders. Here I tried to achieve greater geometric density by using instancing, tessellation and advanced culling techniques with mesh shaders. I also implemented a hybrid path tracer with approximate subsurface scattering, clear coat and anisotropic materials.
I did a 6-month-long internship at Team6 where I worked on racing games implementing gameplay features such as missions, a minimap, diegetic UI, weapon systems and more using Unreal Engine 4. I worked on Road Rage, Monster Jam and a canceled title
I completed this 4 year degree in 2 years by taking an accelerated path. During these 2 years I created a bunch of small games. Allowing me to focus on all parts of game development like design, production, art and programming. I mainly focused on programming during this time and created my own OpenGL renderer for some of the projects and started playing with Vulkan.