My responsibilities included developing new graphical features and maintaining or extending existing ones. I had a focus on realtime raytraced diffuse global illumination, indirect specular, and shadows. I also worked to improve Avalanche's proprietary engine (Apex) which is shared across all projects, including optimizing CPU & GPU workloads.
Contraband (unreleased)
My primary contribution was maintaining and extending an implmenetation of DDGI, a realtime probe-based raytraced diffuse global illumination system.
- Engine: Apex (in-house)
- Languages: C++, HLSL