Joanne Li
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A real-time grass simulation and rendering engine in Vulkan, including tessellation control and physics simulation with compute shader.
Forward, forward+ and deferred renderer in WebGPU featuring clustered light culling and multi-pass shading pipelines.
A path tracer developed and optimized in CUDA, and visualized in OpenGL. Parallel algorithms used for optimization.
Boids flocking simulation in CUDA and visualized by OpenGL.