Projects
FlightGear Flight Simulator
I’m a developer/maintainer for the FlightGear project. My main contribution is the HDR Pipeline, which is a modern, real-time renderer with the following features:
- Atmospheric scattering, based on my own research work.
- Physically-based rendering (PBR), including image-based lighting (IBL) and high dynamic range (HDR).
- Deferred rendering, shadow mapping, and rendering of analytical light sources using clustered shading.
- Miscellaneous features such as auto-exposure, ambient occlusion, antialiasing, and other custom-made rendering tricks.
The HDR Pipeline is built on top of another contribution of mine, the Compositor, which abstracts OpenSceneGraph and OpenGL to allow for the creation of data-driven rendering pipelines using XML.
Skytracer
Skytracer is a Monte Carlo spectral volumetric path tracer that renders the Earth’s atmosphere in different conditions. It was developed as part of my Master’s Thesis to obtain ground truth references that could be used to optimize a real-time approximation for atmosphere rendering.
The real-time approximation can be found in this Shadertoy.
Rendering contest
This is a preview, click on the image to enlarge.
My Master’s program hosts a yearly rendering competition where students showcase their best generated images by developing their own algorithms on top of an educational path tracer called Nori. The winner is chosen by an international jury, and my entry won the 2022 edition. It features an implementation of this hair rendering paper, environment map importance sampling, normal mapping, and several improvements to Nori’s color management.
KinectFusion using compute shaders
This project implements a dense Structure from Motion (SfM) technique inspired by KinectFusion that reconstructs a 3D environment from 2D RGB-D (color + depth) images. It achieves real-time performance by leveraging compute shaders, which provide vendor-independent general-purpose computing on graphics processing units (GPGPU).