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Selected work

Bound By Death
Graphics & Engine Development
C++
DirectX 12
HLSL

STAGE2D
Custom 2D Engine
C++
ECS
SDL2

3D Graphics
Rendering
C++
OpenGL
GLSL
Currently building
Volumetric Fog: Frustum-Aligned Compute-Based Atmospheric Scattering
Reusing a technique presented at SIGGRAPH 2014 by Bart Wronski
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