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Graphics Engine

A personal graphics engine built to explore low-level graphics programming and modern rendering techniques.

Educational Engine Projects

These are independent, experimental frameworks built from scratch to study engine architecture and graphics APIs. They are educational endeavors rather than production-ready tools.

Vulkan Engine (2022): A custom Vulkan-based graphics engine to deepen understanding of modern low-level graphics APIs, command buffers, and memory synchronization. View Source

Null Engine (2020): A custom 2D/3D framework utilizing the UE4 Core library alongside a custom ECS and OpenGL renderer. Fully scriptable via Lua. View Source

Legacy Graphics Engine (OpenGL)

An earlier, experimental OpenGL graphics engine built to explore foundational rendering techniques, instancing, and asset pipelines.

Core Feature

FBX SDK Integration

The first milestone was developing a robust importer. I started with raw vertex data and simple texture mapping, then expanded to full material and texture importing via the FBX SDK. View Legacy Engine Source

Rendering

Stencil Testing & Refactoring

To support more advanced features, I refactored the engine's core to be more shader-agnostic and flexible. This allowed for easier implementation of techniques like stencil-based outlining and complex scene hierarchies.

Optimization

Instancing Implementation

Optimization is critical for any engine. Using OpenGL's instancing features, I was able to render 100,000 unique rocks around a planet without CPU bottlenecks, showcasing efficient draw call management.

Shaders

Skybox with Reflection & Refraction

Implemented a CubeMap-based skybox system and developed shaders for real-time reflection and refraction, simulating mirror and glass materials.

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