I'm a software engeneer from Brazil that works with a multitude of technologies. Some of those are C++, Java and JavaScript.
Welcome to my portfolio of real-time rendering engines. I focus on building performant, visually rich systems with modern graphics techniques. Below are some of my main projects with real-time rendering demos and experimental features.
π 3D Spectrogram
This C++ project visualizes the frequency and magnitude of an audio signal over time using a 3D spectrogram. It leverages the Short-Term Fourier Transform (STFT) to extract time-varying frequency components from an audio file and renders them in a spatial 3D plot using a sparse voxel octree.
Spectrogram Overview | Magnitude Detail | Frequency Profile |
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π Metal Engine
A physically-based path tracer written in C++ and Vulkan for macOS. Features real-time accumulation with multiple light bounces and emissive surfaces.
Path Traced Direct Illumination | Emissive Surface Lighting |
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π² Pine Engine
A modern graphics engine with terrain and procedural foliage generation. Written in Java and OpenGL 4.6.
Voxel Visualization | Procedural Terrain |
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π― Projection Engine
A real-time renderer implementing screen-space global illumination (SSGI), SSAO, and lighting techniques. Built with WebGL and Electron.
SSGI OFF | SSGI ON |
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- Vulkan, WebGL, GLSL, OpenGL
- Path tracing, SDF ray marching, volumetric lighting