Web dev by trade. Motion designer at heart. Currently going down the rabbit hole of real-time graphics — shaders, GPU pipelines, and the math that makes pixels do interesting things.
GLSL HLSL CUDA
GLSL |
Fragment & vertex shaders, raymarching, SDF geometry, noise |
HLSL |
Learning alongside GLSL — DirectX / WGSL pipeline |
CUDA |
GPU parallel computing, kernel programming |
Three.js |
Custom ShaderMaterial, post-processing, WebGL |
Data Structures & Algorithms OOP Time & Space Complexity
Operating Systems Computer Networks