"ε€γγδΌθͺ¬γζ°γγͺζ΄ε² - The Legend Evolves, A New History Begins."
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 π΅οΈββοΈ), 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.
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.
| Category | Technologies |
|---|---|
| Languages | |
| Graphics API | |
| Scripting & Processing | |
| Tools & Version Control |
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).