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IsaGeriler/README.md

Hi there, I'm Isa πŸ‘‹

Kiryu and Mine Banner
"倉わる伝θͺ¬γ€ζ–°γŸγͺ歴史 - The Legend Evolves, A New History Begins."

πŸŽ“ About Me

I am a Software Engineering graduate currently pursuing a Master's in Games Engineering at WMG, University of Warwick.

Passionate about video games (surprise, Sherlock πŸ•΅οΈβ€β™‚οΈ), real-time rendering, computer graphics, and the math behind the pixels. My goal is to specialize as a Graphics Programmer, bridging the gap between artistic vision and hardware performance.

πŸ”­ Current Focus

Currently, I am strengthening my foundation in the Graphics Pipeline, C++, and DirectX 12 (DX12).

Recently, I was selected for a graphics-focused Master's dissertation under the supervision of Dr. Thomas Bashford-Rogers. My current studies are dedicated to building the technical groundwork required for this upcoming research.

πŸ› οΈ Tech Stack

Category Technologies
Languages C++ HLSL
Graphics API DirectX 12
Scripting & Processing Python OpenCV
Tools & Version Control RenderDoc Git

πŸš€ Featured Projects

Here are some of the projects I'm proud of:

A CPU-based implementation of the graphics pipeline, accelerated using optimization techniques and multithreading.

  • Tech: C++, SIMD (SSE/AVX, AVX2), Multi-threading

An ongoing multithreaded offline ray tracer (CPU-based), written in C++, acting as a proving ground for light transport math. Currently encompasses the full Ray Tracing in One Weekend (Shirley et al., 2025) architecture, extending into book two with integrated Motion Blur and a custom Bounding Volume Hierarchy (BVH) to drop spatial intersection costs. The BVH build is parallelized utilizing C++17 executions (std::execution::par) to keep the CPU fed. Actively working through the rest of the trilogy to build out the full advanced feature set.

Earlier implementation of rasterization techniques. Implements the full Model-View-Projection (MVP) transformation chain, perspective-correct interpolation, depth buffering, and Lambertian lighting using a math library written from scratch, for matrices, vectors, and homogeneous coordinates. Parses .gem mesh files and renders with pixel-perfect rasterization.

A client-server chat room application built from scratch using WinSock for networking. The server handles multiple clients concurrently, while the client features a graphical interface built with Dear ImGui. Supports public broadcast messages and private 1-to-1 direct messages (DMs). FMOD integration provides real-time sound notifications for incoming messages.

A custom rendering engine built from scratch using DirectX 12.

  • Goal: To master low-level concepts including Descriptor Heaps, Root Signatures, and Pipeline State Objects (PSOs).
  • Evolution: This will be the re-architected and improved version of my previous framework (Coursework Submission).

πŸ“« Let's Connect

LinkedIn Personal Email Uni Email

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  1. WM9M4AssignmentRasterizer5749205 WM9M4AssignmentRasterizer5749205 Public

    Optimising a given Base Rasterizer, by using optimisation techniques, SIMD, and MIMD/Multithreaded Programming, as a part of the post module assignment for WM9M4 - Games Engineering module.

    C++ 1

  2. WM9M4AssignmentChatRoom5749205 WM9M4AssignmentChatRoom5749205 Public

    Developing a client-server architectured ChatRoom using WinSock, for socket programming (TCP), and ImGui, for the GUI interface, as a part of WM9M4 - Games Engineering module's post-module assignment.

    C++ 1

  3. RayTracer RayTracer Public

    Implementing an offline, CPU-based Ray Tracer, by following "Ray Tracing in One Weekend/Next Week/Rest of Your Life" series, in preparation for WM9M3 - Advanced Computer Graphics (self-study).

    C++ 3 1

  4. Rasterizer Rasterizer Public

    Building my own, 3D Rasterizer, for self-studying WM9M2 Computer Graphics module.

    C++ 2

  5. WM9M2Assignment5749205 WM9M2Assignment5749205 Public

    Developing a small 3D game, using C++ and DirectX 12, as a post module assignment for WM9M2 - Computer Graphics.

    C++

  6. Real-Time-Face-Recognition-System-For-Authentication Real-Time-Face-Recognition-System-For-Authentication Public

    A real-time face recognition system for secure and fast identity authentication, built with on-premise architecture to ensure full data privacy and compliance.

    HTML 1 1