This is my current hobby render engine that I like to work on in my free time. (C++/D3D12/VK)
This was another hobby render engine that I also used to implement my masters thesis. (C++ and Vulkan/D3D12)
A simple pathtracer written in C++ and CUDA.
An experimental implementation (C++/Vulkan) of a real-time GI technique based on the 'Scalable Real-Time Global Illumination for Large Scenes' talk by Anton Yudintsev.
A simple terrain editor for creating height maps written in TypeScript and WebGL 2.0.
Implementation of the Separable Subsurface Scattering technique from http://www.iryoku.com/separable-sss/ in C++ and Vulkan 1.0
This was my first hobby render engine that I also used to implement my bachelors thesis. (C++ and OpenGL 4.5)
A proof of concept tool for painting textures in 3D. Uses Qt for the GUI and OpenGL for rendering the viewport.
A C++ rework of the multiplayer card game sandbox which was originially developed with Java.
Demonstration of a technique for rendering fluids similar to those found in the video game 'Portal 2'.