Portfolio

Some stuff I've done

Physically Based Area Lights

redLights 2.0 / PBAL for Unity3D

WebGL Deferred

Deferred Rendering Pipeline for Three.js

Volume Rendering Pipeline

Reconstructing the original signal

Hike & Seek

More than hiking

Volume Rendering

Displaying discrete scalar data fields

Vans Customs

Hybrid iOS Application

Screen Space Area Lights

SSAL for Unity3D

Seismic Classification Editor

User Driven Classification

TRILUX

LIGHT CONNECTS

Stagbeetle Raycasting

Min/Max Octree Volume Raycasting