MSE in Computer Graphics and Game Technology (2024–2026)
Advanced Rendering and Independent Study
GPU-side monte carlo path tracer. Includes rendering of SDF-based surfaces and of volumetric models in the form of noise patterns, metaballs, or VDB files.
Solids (diffuse and specular) defined using a signed distance field.
Volumetric fire effect made from density and temperature data stored in a VDB file.
Volumetric smoke effect and various objects with microfacet-based materials.
Volumetric explosion effect within a box of mirrors.
Advanced Rendering
Shaders for physically-based real-time rendering.
Some of my models with various surfaces showing the effects of environment mapping.
Real-time render showing screen-space reflections with varying roughness and a simulated depth-of-field blur effect.
Render using SDFs to create a model of a character.
Group project creating a Minecraft clone; I was primarily responsible for the procedural generation of the world (terrain, caves, trees, etc.), water physics, and post-processing effects.
Desert and mountain biomes.
Forest and mountain biomes in smooth mode.
Underwater post-processing effects.
Undergraduate Work (University of Massachusetts Amherst)