Welcome to my portfolio! Here, you’ll find a collection of renders showcasing my work on game engines and visualization projects.
3D C/OpenGL Game Engine

Instance rendered grass blades with vertex animation and procedurally generated terrain

Stylized water, with scrolled noise texture

Composed scene with entities, Dense grass and Terrain

Assets Pipeline, Scene Hierarchy, Frustum culling and custom editor ImGUI

Instanced Particle system and Screen Space Reflections

Skeletal Animation: GPU Skinning

Skeletal Animation: GPU Skinning

Skeletal animation: Debug Visualization
PBR: Emissive Material
Scene Overview: Walkthrough
Full Self-Driving Visualization System
A snapshot from the Full Self-Driving (FSD) visualization system, highlighting real-time detection and rendering capabilities.
Voxel Engine: Forward Rendering
My old OpenGL Voxel Engine featured forward rendering, post-processing passes like bloom, FXAA, texture and geometry batching, AABB collisions, and dynamic world deformation.
Open World Map Streaming from Disk - C/OpenGL
2D Vulkan Renderer / Sandbox (No Compute)
Code Editor for C and C++
The editor is primarily meant for use with C and C++. It has built-in support for clang-format, but no LSP or autocomplete tools.
3D Renders (From Other Personal Projects)














