REFLECTIONS ON RENDERING
Building rendering pipelines with C++ & OpenGL
Graphics programmer exploring real-time rendering, ray tracing, and GPU optimizations
> glBindFramebuffer(GL_FRAMEBUFFER, this);
I am a software engineer currently exploring the field of real-time graphics and ray tracing. My work focuses on building robust systems through OpenGL and Vulkan, bridging the gap between hardware performance and visual artistry.
> glEnableVertexAttribArray(focus);
My development workflow and research are currently centered around:
- Systems Architecture: Designing modular and efficient engine primitives to handle real-time visualization.
- Graphics Pipelines: Understanding the fundamentals of OpenGL while progressively adopting Vulkan for explicit hardware control.
- Research & Optimization: Exploring the mathematical foundations of Ray Tracing and learning to identify performance bottlenecks.
> glLinkProgram(philosophy);
I believe that code should be as elegant as the images it produces. My goal is to bridge the gap between technical constraints and creative vision through low-level mastery and efficient abstraction.
Technical Arsenal
Languages
C++, GLSL
APIs
Vulkan, OpenGL
Tools
RenderDoc, NSight, CMake
Libraries
GLM, ImGui