Projects

Projects and Main Achievements

Not applicable

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Projects and Main Achievements

Some projects I’ve been involved with. Some of these were in the professional scope and others developed just as a hobby.

Break Glass

I prototyped two solutions to break glass in games.

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Facial Recognition Optimization

Improved a feature that compares millions of human faces to use GPU power, reducing the processing time from days to minutes.

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Game Optimizations

I investigated and fixed the performance bottlenecks, improving the overall game's performance by +300% in some cases.

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Grass Deformation

I developed a solution for the real-time long-lasting grass deformation according to the vehicles' and characters' movements.

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Modeling (Blender)

Some 3D models created using Blender.

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Procedural 3D - Houdini

Some procedural 3D content created using Houdini.

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Procedural Bridge System

I modeled a set of 3D bridges parts to compose a procedural bridge system.

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Procedural Materials - Substance Designer

Some procedural materials created using Substance Designer.

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Procedural Vegetation System

I designed and developed a robust GPU-based vegetation system capable of handling thousands of trees and small plants efficiently in real-time.

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Sculpting (ZBrush)

Some 3D models sculpted using ZBrush.

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Vector Data Access Optimization

I developed a dynamic structure to optimize access to mass datasets of polygons and polylines, speeding up virtual terrain rendering by +80% on average.

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Vehicles creation - 3D artist

Some 3D vehicles created using Blender and textured using Substance Painter.

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Volumetric Procedural Clouds

I created a volumetric procedural clouds using the ray-marching technique.

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Water planes mesh generation

I designed and guided an intern in developing a tool to generate polygonal meshes from mass polygons and polylines datasets, used to represent water planes for lakes and rivers in 3D scenarios.

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Nifty tech tag lists fromĀ Wouter Beeftink