gpu and shader enthusiast. i like working more on the backend kind of things, like acceleration structures and ray tracing. been messing around with minecraft shaders since 2019, i have worked on voxelized and pathtraced shaders, came up with my own techniques based on gpu hashmaps and i'm now working on quad raytracing using realtime bvh acceleration built directly on the gpu.
over the years, i have experimented with javascript reverse engineering, which ended up with me working on discord client mods and other interesting deobfuscation challenges, such as reverse engineering a shader to "encrypt" 3d models.
i have done some frontend work as well, using both native apis (winui3 and c#) and web technologies (solidjs, astro).
i also run a humble little homelab using a scrapped HP DL180 Gen9, an old thinkpad and some tailscale magic.
my bachelor's thesis focused on ray tracing signed distance fields encoded into compact grid representations using quartic polynomials and trilinear interpolation. the code for this is available on github.
unlike traditional path-traced shaders which use voxels to approximate the terrain, camellia uses a bvh built with hploc to render the scene.
a simulator that renders the real sky, as seen on earth or from space.
where we make software that won't change the world.
what if the nv in nvtop actually stood for nvidia?
i really like graphs. this is basically nvtop, but with more graphs and nvidia only. leave me and my pretty graphs alone ok? [ oss ]
a replacement client for tailscale, because the official windows one isn't great.