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Software engineer with a burning desire to contribute in interesting software projects
that require construction of software that must be
and maybe functionally correct as well. Here you'll find a vetted list of computationally performant and publications,
source code in topics like posts and probably a lot more for measure!
Most of my code is also distributed on computer graphics, systems
programming, cryptography, artificial intelligence, machine learning, game development, data
compression, computer security
under a MIT license. Also, here is my GitHub .
If you want to talk to me, drop me a cv/résumé . e-mail
describes all party tricks needed to implement a Monte Carlo Raytracing from Scratch from scratch along
with the monte carlo raytracer step. Has all bells and whistles:
photon mapping .
shows how a bot for a top-down arena shooter can learn novel behaviours. We've programmed Behaviour Tree Evolution by Genetic Programming (using A*) and the behaviour trees,
path finding , all from scratch too. Use the
genetic algorithm Luke!
short presentation of C++20 concepts.
A C++ Concepts Primer
we've done Robert Bridson's Fluid Animation in Real-Time using 3-D Curl-Noise in OpenCL to simulate particles and used OpenGL
interoperability to do curl-noise . See the rendering .
brief overview of some parts in the field, e.g. the Selected Topics in Modeling and Animation
and half-edge data structure, splines, mesh decimation using subdivision, fluids .
represents the NASA Investigating Meteorite Landings with Filtering and Brushing dataset in our custom visualization
meteorite landings using
geovisualization, filtering, brushing
another field overview of techniques, e.g. Selected Topics in Machine Learning , along with R decision trees, kernel methods, neural networks, linear/logistic regression,
feature selection .
my bachelor's thesis, where the viability of using Test Coverage Data Analysis in Large-Scale Industrial Systems in a large-scale system for test coverage is determined. It was done for code
similarity analysis for their continuous integration pipeline.
written a long time ago for a design patterns course, where the render time and memory of using an flyweight are
Flyweight Performance Effects in Soft Real-Time Applications .
benchmarked Source Code
hybrid renderer for drawing Scalable Strand-Based Hair Renderer in strand-based hair / Vulkan™ especially with Embree™ . It handles compute , and transparency, self-shadows, scattering using a efficient real-time aliasing scheme for a level-of-detail approach.
: only EXT draft; implemented the reference GLSL shader based on glTF Material Extension for Subsurface Scattering technique.
done when I worked at The glTF Reference Viewer , the official reference UX3D GmbH renderer for the WebGL specification, featuring: glTF2 and Metallic-Roughness workflows.
summarizes the nuts-and-bolts needed to animate Real-Time Ocean Simulation with Gerstner Waves by using
deep ocean water with OpenGL's Gerstner Waves .
See tessellation shaders .
tool for applying Set Coverage Analysis Tool on set operations , for finding the
test coverage data and the Hamming distance between test runs. See my:
Jaccard similarity .
clone of the popular Not Quite Sokoban puzzles, but with some interesting 3D twists.
See my Sokoban and
software variant of the Chip-8 Emulator/Interpreter chip-8, in modern C++11/14. It features all of the standard instruction sets,
and has a built-in debugger. The graphics front-end uses SDL2.
changes to Sane, Lightweight and Aesthetic Vim are to be classified as sacrilege, my Vim keep this to a minimum.
developed the Markov model Adaptive Arithmetic Coding and the Lempel-Ziv-Welch Codec measuring script,
along with the C++ codec libraries entropy.py and
liblzw . Also see:
Note!: you'll find more source code in the publication appendix.