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#), web technologies (solidjs, astro), and emerging rust ui frameworks (gpui)
i run a humble little homelab using an old thinkpad with nixos and some tailscale magic.
i am also an avid miku collector, and i currently own 12 figures!
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.
an iris shaderpack that captures minecraft's geometry on the fly, builds a bvh and then uses pt to make it look nice.
a real-time earth and sky simulator driven by nasa spice
where we make software that won't change the world.
a minecraft launcher that looks like it was made in the 2020s and actually works on linux (looking at you, tauri)
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.