Deep Scattering

Deep Scattering: Rendering Atmospheric Clouds with Radiance-Predicting Neural Networks

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Master Thesis

“Learning High-Order Scattering in Rendering from Data”

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Rendering Competition 2015

Physically-based renderer written as a semester project for the ETHZ course “Computer Graphics” in 2015.

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Tsunami

SPH fluid simulator written as a semester project for the ETHZ course “Physically-based Simulation” in 2015.

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Opium II

Version 2 of my modular software synthesizer for 64K intros.

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Bring Back Winter

Puzzle game written as a semester project for the ETHZ course “Game Programming Lab” in 2013.

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Rendering Competition 2014

Physically-based renderer written as a semester project for the ETHZ course “Image Synthesis” in 2014.

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Bachelor Thesis

“Photon Beam Methods in Rendering”

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8 Ball

GPU path tracer written in GLSL as a 4k executable graphics entry released at DemoDays 2013.

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Tensile

A 64k intro released at Revision 2013.

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Opium

A modular software synthesizer for 64K intros.

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Wheels Within Wheels

A 64k intro released at DemoDays 2012.

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