Designed and developed a custom real-time rendering engine combining C++20 and MASM x86_64, with a hybrid low-levelarchitecture for fine-grained control over performance and memory
Implemented a modern DirectX 12 deferred rendering pipeline, including G-buffer, shadow mapping, SSAO, volumetric fog, andtemporal anti-aliasing
Custom HLSL pixel shaders to implement real-time Screen-Space Reflections (SSR) utilizing a robust depth-buffer raymarching /raycasting algorithm to evaluate ray-scene intersection
Optimized CPU and GPU performance using SIMD vectorization and GPU-driven rendering techniques, improving scalability tocomplex scenes