Jonatan Ebenholm

Projects

10 projects, and counting.

Cloud Simin progress

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

  • C++
  • OpenGL 4.6
  • compute
  • raymarching
source ↗
Minecraft Terrain Engine

Minecraft Terrain Engine

GPU-driven voxel terrain in C++20. Compute shaders build it, indirect draws render it.

  • C++20
  • OpenGL 4.3
  • compute
  • indirect draw
source ↗

DroneSimon hold

Autonomous drone flying through procedural terrain, meshed on the fly with marching cubes.

  • C++
  • OpenGL
  • marching cubes
source ↗
Gesture Controller

Gesture Controller

Hand gestures drive a Godot game over WebSocket, via MediaPipe and a Keras CNN.

  • Python
  • TensorFlow
  • MediaPipe
  • Godot
source ↗

Pathtracer on GPU

Path tracer running entirely in a fragment shader, accelerated by a CPU-built BVH.

  • C++
  • GLSL
  • BVH
  • SSBO
source ↗
Solar system simulation

Solar system simulation

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

  • Python
  • Blender API
source ↗
Elemental Clash

Elemental Clash

Unity 1v1 RTS where physical ArUco cards place your units. Built for my bachelor thesis.

  • Unity
  • C#
  • OpenCV
  • ArUco
source ↗

Terrain Libraryon hold

C++ terrain library: heightmaps, marching cubes and voxel worlds, all on the GPU.

  • C++
  • OpenGL
  • compute
  • marching cubes
source ↗

Portalson hold

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

  • Unity
  • C#
source ↗
Planet generator

Planet generator

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

  • Unity
  • C#
  • procedural noise