What started out as a side project for rendering grass with a tesselation shader turned into a support project for all other projects of mine.
Jan. 2016 - present
Built a simulation and visualization engine with a focus on GPU and CPU parallelism for generic computing tasks, which served as the foundation for all other RPI projects and research. Developed a rendering framework for real-time path tracing with dynamic and self-balancing workloads. Created modules that facilitate task-based CPU scheduling, sparse hashed data storage, and finite element physics.