I am a software engineer interested in computer graphics, physically based rendering and real time graphics. Currently I am studying computer science at RWTH Aachen and am employed as a student research assistant at the Visual Computing Institute where I work on software for laser cutting.
I am particularly interested in global illumination techniques, you can check out some of my recent projects on Github.
If you want to see what I’m working on right now check out my Tumblr page, I use it as a gallery for in progress projects.
BSc in Computer Science, 2014 - 2017 (expected)
RWTH Aachen University
Realtime Simulation of Rigidbodies in Two Dimensional Space
Why 2D lighting? The lighting system is one of Specter’s main features. It allows us to add a lot of atmosphere to a level and make art reuse less obvious. Also, it looks pretty. The base system is actually older than this project. I first implemented it for a project which unfortunately got called off (that’s also where I met Blair, the artist and game designer behind Specter). At the time it produced results like this: Since then I spent quite a bit of time on it, adding new features, optimizing, etc.
1. Particle Rendering All particles are rendered in additive blending mode. This allows for nice fire effects, which is the main application of particle systems in Specter. Effects like smoke or dust are hard to achieve this way, but until now we haven’t had need for them. Due to the fact that I only want to apply the additive blending to the particles themselves and not to the scene I have to render them to a separate render target.
Run, jump, and use devious weapons to become the fastest Runner of all time! Compete in breakneck, multiplayer races against friends and other people you don’t care about!
Joe X is a 2D arcade spectacle fighter.
Specter is a singleplayer action platformer with puzzle elements. Think Mario meets Castlevania.
A CPU Raytracer