Projects
Penumbra
Path-tracing Renderer
Penumbra is a compact, physically based path-tracing renderer written from scratch in C++, designed for fast iteration, rendering experiments, and research. It implements modern light-transport techniques, including multiple importance sampling (MIS) and next-event estimation (NEE) alongside the Walt Disney Animation Studios’ principled BSDF/BSSRDF, and supports mono and stereo image and animation output.
VarGrid
Trainee Team Project
Pixar Universal Scene Description (USD) based tool that visualizes asset variant data intuitively
LookAround
Individual Trainee Project
Tool for the look department that allows to render turntable views of an asset in all of the film’s sets
Jelly Engine
Soft Body Physics Game Engine
Architected a game engine for my graduation thesis with real-time soft body physics support. Optimized physics solver reaching 120+ FPS for up to 1000-triangle meshes, and implemented a custom GLSL shader for subsurface scattering using the Oren-Nayar model.
Languages & Tools: C/C++, CMake, OpenGL, GLSL
Prim
MAYA plug-in
Enables artists to name and save scene meshes as primitives, curate 3D primitive libraries, instance them in new projects, and export them using a custom .prim file format for sharing among users.
Languages & Tools: QT, PySide6, Maya, MEL, Python