Erik V. Jansson's Blog
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 technique. Here is the
photon mapping .
project on GitHub
shows how a bot for a top-down arena shooter can learn novel behaviours. We've programmed Behaviour Tree Evolution by Genetic Programming (with A*) and the behaviour trees,
path finding algorithms from scratch. See the genetic programming .
a short presentation on C++20 concepts.
A C++ Concepts Primer
we've coded Robert Bridson's Fluid Animation in Real-Time using 3-D Curl-Noise in OpenCL to simulate particles and used OpenGL
interoperability for the Curl-Noise . See it at 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 and subdivision using fluids .
tries to visualize the NASA Investigating Meteorite Landings using Filtering and Brushing dataset in our fancy
Meteorite Landings d3 (no node.js) using
webapp and geovisualization, filtering brushing.
another field "overview" of some techniques: Selected Topics in Machine Learning implemented in 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 at code
similarity analysis for their CI pipelines. I made the Ericsson® there.
written a long time ago for a design patterns course, where the render time and memory usage of the GoF Flyweight Performance Effects in Real-Time Applications are
Flyweight Pattern .
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.
summarizes the nuts-and-bolts needed to animate Real-Time Ocean Simulation with Gerstner Waves efficiently by using deep ocean water vanilla
and OpenGL's Gerstner Waves .
done when I worked at The glTF Reference Viewer . Redesigned the official reference UX3D GmbH renderer for the WebGL specification to be more standards compliant and flexible. Added support for glTF2 workflows, with more correct Specular-Glossiness .
: only EXT draft. Implemented the reference GLSL shader based on glTF Material Extension for Subsurface Scattering technique.
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 for usages.
clone of the popular Not Quite Sokoban puzzle, but with some new interesting 3-D Sokoban twists.
See my 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 graphical front-end uses SDL2.
changes to Sane, Lightweight and Aesthetic Vim are sacrilege, my configuration keep this to a minimum, but is pretty to look at.
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 . See also my
Note!: you'll find more source code in the publication appendix.