Penumbra

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.

Github repo

Walt Disney Animation Studios

VarGrid

Trainee Team Project

Pixar Universal Scene Description (USD) based tool that visualizes asset variant data intuitively

Demo Video (password required)

Walt Disney Animation Studios

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

Demo Video (password required)

Jelly Engine

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

Github repo

Prim

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

Github repo