These are some of my projects I have worked on over the years.
Large-Scale Smooth Voxel Terrain
Update: I rewrote this project from the ground up in C++, and I made some algorithmic improvements. Please refer to the new version.
Rendering large terrains is no easy task. In real-time computer graphics, terrains are often large subdivided planes with vertices translated vertically based on a heightmap, but this means that overhangs or caves are impossible without extra work or additional meshes. Instead, we can use a three dimensional volume to represent the terrain.
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I started studying at TU Delft in september 2020, and I have worked on many projects for courses since then. This is a collection of my proudest work related to computer graphics from my time at university. All other projects listed on my portfolio were made on my own, in my free time.
Pizzicato A serious game developed in 10 weeks with 4 other peers in collaboration with Psychology researchers, during which I was Game Designer and Programmer.
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