Check it out here!
I wrote the core of the renderer, raytracing backend, deferred renderer, HBAO+, Ansel integration, path traced pipeline, global illumination and raytracing mip level generation. As the technology a big part of my job was to fix bugs, work on optimizations and make decisions on how features should be implemented.
As a tech lead I also made sure the code was of a good quality by doing regular code reviews and that team was working efficiently.