Rendering

Volumetric fog, raytracing, deferred rendering, GI, compute, lots of voxels and even more shaders

Beyond Good & Evil 2

Graphics Engineer | Ubisoft Mainz

Deferred Render Pipeline

Custom scriptable render pipeline and shader library for Unity

Master's Thesis: Error-Aware Adaptive Voxel Raytracing

Introduction and testing of a custom octree raytracing algorithm to be able to handle high variance within a production dataset from Horizon Zero Dawn

OpenVDB Renderer

Multi-threaded pathtracer for volumetric datasets.

Volumetric Clouds

Pathtraced volumetric clouds for games

Compute Raytracing

Compute shader based incremental raytracing

Gears Hammer of Dawn

Various shaders for a full effect sequence

GI & Volumetric Fog

Custom GI and Volumetric Fog for Unity

Bachelor's Thesis: Medical Volume Rendering on HoloLens

Volume pathtracing optimizations for rendering on low-end AR hardware

The Division Echo

Echo effect case study for Tom Clancy's The Division. Part of a course lectured at university

Spiderman Interior

Interior mapping case study for Marvel's Spiderman. Part of a course lectured at university

LOD, Mesh Optimization & Billboards

Automated mesh decimation, billboard baking and rendering

Anno Blueprint

Anno 1800 blueprint effect. Part of a course lectured at university

Pencil Sketch

Post-processing effect to achieve a pencil sketch aesthetic

Frostpunk Heatmap

In-game data visualization

Overwatch Shield

Introduction to effect analysis and animated materials

Civilization VI Fog of War

Compute shader based mask rendering

Arena PVP Game

Various custom shaders for Unity's HDRP

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