Read more about my master's thesis here
I was once a very active contributor to the open source WebGL framework regl. My many contributions include: writing many code examples for the purpose of making the framework easier to learn for beginners, reporting and fixing many bugs, writing unit tests, writing and improving the documentation, and I have also written benchmarking and profiling tools for the framework.
Using the WebGL framework regl, I implemented a handwritten digit recognizer on the GPU. The main purpose was to demonstrate that regl can be used to greatly simplify GPGPU programming using WebGL.
A small demo that renders an infinitely scrolling world with WebGL. Implemented using the framework regl.
The geometry and the textures of the world is entirely procedurally generated.
A reference implementation of shadow volumes in WebGL using regl that I implemented with the guidance of Mikola Lysenko. The main purpose was to demonstrate advanced usage of the stencil buffer in regl.
A small demo that renders reflections in a plane by using a trick with the stencil buffer. It was written in the WebGL framework regl.
A simple reference implementation of deferred shading in WebGL. It was written in regl, and the main purpose was demonstrating how to use MRT in regl. Some people have told me that it doesn't work on their computers. Unfortunately, this is due to browser extension loading issues(so basically, a bug in the browser), and there's little I can do about it :-(. So it may or may not run in your browser.
A simple cloth simulation implemented in WebGL, using the framework regl. The simulation is based on the mass-spring model originally described by Thomas Jakobsen in this article.
An editor for making water simulations is provided, and tools for recording such simulations are also provided(although they are a bit clunky to use, currently).
A reference implementation of the compression algorithm Run-Length Encoding in CUDA. You can read the implementation details in my article.
This small application shows how we can use tessellation shaders to make faster fragment shaders, using the techniques described by Wang et al. in their paper Automatic Shader Simplification using Surface Signal Approximation. You can read more abut this in my article.
A port of Stephan Gustavson's implementation of Worley noise to WebGL shaders. Worley noise can be used for many cool things, and one possible application is procedural textures.
A simple demo of the technique is also provided.
A simple script that implements procedural generation of rock meshes. The script is used to implement a demo that renders 1000 unique rocks. Included is also an editor for making your own procedural rocks.
This is my bachelor's thesis, where we developed a voxel game engine from scratch in Java using OpenGL. I was mostly responsible for implementing the rendering engine, and writing a relatively advanced procedural world generator using Perlin Noise