Though I have worked on various desktop, mobile and embedded automotive projects using different tools and technologies (Unreal Engine, Unity, OpenGL ES, GLSL, Direct3D, HLSL), I always tried to push the limits of the hardware and software available and exceed expectations. Each project had its unique combination of challenges, whether it was complex mathematics and spatial algorithms, advanced data structures or low-level programming, but with a common goal: high performance rendering and cross platform usability.
I have also coordinated and developed a team of a dozen skilled graphics engineers, guiding them from a technical perspective to overcome engineering challenges and to attain our goals.My passion has always been computer graphics, having started from a young age with modeling and game mods, this makes me to constantly learn and stay up to date with the latest technologies and advances in this field.
Tileable versions of classic noises (Value, Perlin, Worley), FBMs, domain warping and a faster hashing technique.
A procedural wind material for vegetation implemented in UE4.
Detecting light sources from LDR/HDR environment maps.
C++11 lock-free command buffer implementation for multi-thread rendering.
Using compute shaders for computing IBL maps on OpenGL and Vulkan.
Presenting a way for batching geometry buffers using an hierarchical RTree, further details how it can be used for culling and dealing with LODs.
Presenting some of the features I did for the next-gen rendering engine used in the navigation system, such as: rendering of map features (buildings, roads, etc), terrain implementation, details on line rendering and other.