I'm a graphics engineer specializing in real-time rendering and global illumination. With a master's degree in Communication and Information Systems from NUAA, I focus on cutting-edge rendering techniques and their practical applications in game engines and simulation platforms.
- ๐ Expertise: Real-time ray tracing, GI algorithms, path tracing, denoising, and USD-based simulation
- ๐ Tech Stack: C++ ยท Vulkan ยท DXR ยท OpenGL ยท Unreal Engine ยท Unity ยท OpenUSD
- ๐ฌ Research Interests: Advanced rendering pipelines, simulation frameworks, and graphics-AI integration
- ๐ Goal: Pushing visual quality boundaries through innovative rendering solutions
A high-performance real-time path tracing engine featuring:
- DXR 1.0/1.1 support with multiple BVH implementations
- SVGF denoising for noise reduction
- Radiance caching techniques
- Vulkan backend implementation
Optimized DDGI implementation for real-time applications:
- Real-time global illumination solution
- Vulkan-based rendering pipeline
- High-performance probe management
USD-driven simulation framework with:
- Hydra multi-renderer backend support
- NVIDIA Isaac Sim compatibility
- PhysX integration for physics simulation
- Extensible architecture for various render delegates
DLSS-like super resolution solution featuring:
- Custom temporal upscaling algorithm
- UE plugin integration
- Vulkan/Linux backend support
- Performance optimization for real-time applications