Erik S. V. Jansson
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 such as: posts and probably a lot more just for good measure!
Most of my code is also distributed on computer graphics, systems
programming, cryptography, artificial intelligence, machine learning, game development, computer
under a MIT license. If you want to talk to me, drop me an GitHub .
Also, here's my e-mail . cv / résumé
I sometimes also write on
describes all the 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 the agents for a top-down arena shooter can learn novel behaviours. We've programmed Behaviour Tree Evolution by Genetic Programming (with behaviour trees,
path finding ) and the A* algorithms from scratch. See the genetic programming .
a short presentation on A C++ Concepts Primer .
we implemented Robert Bridson's Real-Time Fluid Animation using 3-D Curl-Noise in Curl-Noise to simulate particles and used OpenCL
interoperability for the rendering. See it at OpenGL .
brief summary within some parts in the field, covers: 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" for 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 for Large-Scale Industrial Systems in a large-scale system for test coverage is determined. It was done at code
similarity analysis Ericsson® for their CI pipeline. I made the 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 , where I rant about things.
The Polygon Soup Source Code
a hybrid hair renderer for Real-Time Hybrid Hair Renderer in Vulkan that uses a fast strand-based hair for volumetric approximation . It accounts for level-of-detail and light scattering, self-shadowing (+AO), in real-time, even with over 100,000 hair strands.
extended Vim Syntax Plugin for Vulkan GLSL plugin.
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 .
when I worked at The glTF Sample Viewer UX3D we redesigned the default renderer for the glTF WebGL to make it fully standards-compliant and extensible for future extensions.
: implemented and tested the draft's reference GLSL shader, based on glTF Extensions 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 Lempel-Ziv-Welch measuring scripts,
along with the C++ codec libraries: entropy.py and
liblzw from scratch. See also my libaac .
an old Worms-esque game written in C++11 / SFML.
Note!: you'll find more source code in the publication appendix.