Tarun R's Projects
My solutions for Advent Of Code, 2021.
A simple real time GPU path tracer, using DX11 Compute shaders :red_circle:.
Learning about Concurrency using Modern C++
Flocking boids simulation using Cuda and C++. Implementation approaches : Coherent grid, Uniform grid, and Brute force.
A cuda-based implementation of the Ray Tracing In A Weekend Book
Learning about cuda (for writing gpu-compute programs)
Attempt to make a graphics engine in C++ 17, using SDL2 for windowing / input, and Vulkan for the graphics backend.
DirectX12 Graphics renderer used for implementing rendering techniques such as PBR / IBL, Deferred Shading, SSAO, Bloom, Shadow Mapping, etc :dizzy:
Unofficial Tensorflow implementation of the paper "Hformer: highly efficient vision transformer for low-dose CT denoising". Link to original paper : https://link.springer.com/article/10.1007/s41365-023-01208-0
Vulkan (sandbox) renderer, using vulkan dynamic rendering :volcano:
Nabla's Tests and Examples source code
DX12 sandbox renderer :negative_squared_cross_mark:
nvim config using https://www.youtube.com/watch?v=lsFoZIg-oDs as main reference + some custom configs on top
A game engine made from scratch (inspired by handmade hero)
Simple PBR Graphics renderer, using C++ / DX11
A simple C raycaster made while following the https://github.com/ssloy/tinyraycaster/ series
repo for my personal / portfolio website, made using hugo.
A small example of Runtime dynamic linking using Win32 and C
A WIP game engine featuring Lua scripting, D3D12 renderer and Editor
Simple software - ray tracer made with no third party Api's.
WIP voxel engine with GPU culling, Indirect rendering, Multi-threaded async copy queue chunk loading system.