Longer list of various projects I've made, mostly when I was in college.

glRemix
Platform for injecting DirectX raytracing into old fixed function OpenGL applications without modding or rebuilding the original application.

C++ DirectX/Vulkan Render Hardware Interface
C++ DirectX and Vulkan rendering abstraction for writing one modern rendering codebase across multiple graphics APIs.

C++ Vulkan Renderer
Vulkan glTF renderer with deferred rendering, PBR, compute shader skinning, bindless resources, async loading, and GUI-configurable post processing.

CUDA Path Tracer
CUDA path tracer with Vulkan interop, OptiX denoising, microfacet shading, texture mapping, environment lighting, and performance optimizations.

C++ OpenGL Minecraft Clone
C++ OpenGL Minecraft-style game project where I implemented several rendering features and contributed to the engine.

C++ Falling Sand Simulation
Multithreaded C++ falling sand simulation. Millions of particle updates per frame with optimized memory usage and work distribution.

Path Tracer
Path Tracer implemented using pixel shaders with various materials/BSDFs, Multiple Importance Sampling, and environment/area/spot/point lighting.

OpenGL Top-Down Shooter
2D top-down shooter prototype with custom physics, raycasting, accelerated collision detection, and NPC AI.