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