Game Designer / Technical Artist
Real-time Renderer | Vulkan, C++
This project involves the development of a real-time rendering engine leveraging the Vulkan API, focusing on high-performance graphics rendering. Key accomplishments include:
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Developed a JSON-like parser for efficient data management and scene traversal algorithms to enhance rendering efficiency.
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Implemented frustum culling techniques to optimize scene rendering by excluding objects outside the viewer's field of view.
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Supported animation loading and off-screen rendering modes to improve flexibility and performance in various rendering scenarios.
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Integrated advanced graphics features such as High Dynamic Range (HDR) environmental mapping, diffuse materials, normal mapping, Physically Based Rendering (PBR) materials, and shadow mapping to achieve realistic lighting and shading effects.