Cloud Simin progress
Real-time volumetric clouds in C++ and OpenGL, raymarched from a compute-built 3D texture.
- C++
- OpenGL 4.6
- compute
- raymarching
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.