Some projects I’ve been involved with. Some of these were in the professional scope and others developed just as a hobby.
Improved a feature that compares millions of human faces to use GPU power, reducing the processing time from days to minutes.
I investigated and fixed the performance bottlenecks, improving the overall game's performance by +300% in some cases.
I developed a solution for the real-time long-lasting grass deformation according to the vehicles' and characters' movements.
I designed and developed a robust GPU-based vegetation system capable of handling thousands of trees and small plants efficiently in real-time.
I developed a dynamic structure to optimize access to mass datasets of polygons and polylines, speeding up virtual terrain rendering by +80% on average.
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.