Projects
10 projects, and counting.
Real-time volumetric clouds in C++ and OpenGL, raymarched from a compute-built 3D texture.

GPU-driven voxel terrain in C++20. Compute shaders build it, indirect draws render it.
Autonomous drone flying through procedural terrain, meshed on the fly with marching cubes.

Hand gestures drive a Godot game over WebSocket, via MediaPipe and a Keras CNN.
Path tracer running entirely in a fragment shader, accelerated by a CPU-built BVH.

Blender add-on that simulates a solar system and animates it with generated materials.

Unity 1v1 RTS where physical ArUco cards place your units. Built for my bachelor thesis.
C++ terrain library: heightmaps, marching cubes and voxel worlds, all on the GPU.

Unity portal experiment with smooth traversal. Visuals and mechanics still in progress.

Unity planet generator that layers gradient and Voronoi noise into procedural worlds.