Shaders and Rendering

RT3D applications development with C++, Unity, UE5, OpenGL and Vulkan.

Here I present some of my general work in the field of real-time 3D rendering, with a focus on shader development and real-time 3D applications.


Relief-Mapping Shader (Unity)

During my academic studies at UFRGS, I was fortunate enough to study under the guidance of Prof. Dr. Manuel Menezes de Oliveira Neto, responsible for the development of the Relief Mapping technique. Here are some of my implementations of the technique in Unity:


Kuwahara Filter Shader (UE5)

During an in-house game jam at Double Dash Studios, I developed a Kuwahara Filter shader. The objective was to provide a painterly effect, which we used mainly to test out the game’s visuals during early development. Here’s a video showcasing the effect:


Virtual-Reality Applications

At the start of my career, I used to developed Virtual-Reality applications for the Oculus Rift and mobile devices, which required heavy graphics optimization to provide stable runtime performance.


Other 3D Projects