GRAPHICS ENGINEERING
Rendering // Technical Art
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Engine & Rendering Framework

Zelda-Inspired Open-World Rendering & Interaction Framework

Unity URP & Compute Shader & HLSL & GPU-Driven

GPU-Driven Pipeline: Million+ Instances grass rendering via Compute Shader Frustum Culling & DrawMeshInstancedIndirect.

Procedural GPU Particles: High-performance interactive fluid spores with Swirl Force physics & DrawProceduralIndirect (No Mesh/CPU overhead).

NPR & Stylized Rendering: Custom Cel-shading, Inverted-Hull Outline, and Depth-based interactive water with real-time ripples.

Custom URP Post-Processing: Lightweight stylized Bloom via Dual Filtering (Downsample/Upsample Pyramid) utilizing ScriptableRendererFeature.

Procedural Sky & Volumetric FX: Mathematical view-direction skybox (No Cubemap) & Soft-particle God Rays with dual-layer fluid noise.

Advanced Engine Systems: Triplanar mapping, Custom DepthNormals Pass, Bezier cinematic camera, and zero-allocation ProfilerRecorder integration.

Toon Character Rendering
Dual Filtering Bloom
GPU Grass Culling
Fluid Spores Interaction
Stylized Water Ripples
Volumetric God Rays

Rasterization & Shading

Blinn-Phong Texture Bump Mapping Displacement
Advanced Shading

Shading Models

Blinn-Phong, Texture Mapping, Bump & Displacement

Rasterization
Rasterization Pipeline

Rasterization Pipeline

Point-in-Triangle, Z-Buffer, Bounding Box

Bezier Curve
Bézier Curves

Geometry Processing

De Casteljau's algorithm

Ray Tracing & GI

Whitted RT
Whitted-Style Ray Tracing

Ray-Triangle Intersection

Möller-Trumbore Algorithm

BVH
AABB & BVH Acceleration

AABB & BVH

Bounding Volume Hierarchy

Path Tracing
Path Tracing

Global Illumination

Monte Carlo Path Tracing

Real-Time Rendering

Shadow Map PCF PCSS
Shadows (3 Types)

Real-time Shadows

Comparison: ShadowMap vs PCF vs PCSS

SSR
Screen Space Reflection

SSR

Efficient local reflections

Kulla-Conty
Microfacet BRDF

Kulla-Conty BRDF

Multiple scattering energy compensation