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BCaven/README.md

Blake Caven

I build GPU rendering and real-time software, measure and de-risk new techniques, then turn them into tools other people can use.

Progressive Path Tracer

GPU Path Tracing

OfflineRaytracingGPU: a spectral Monte Carlo path tracer in Slang, C++, and Vulkan with custom compute-shader traversal.

  • Arbitrary pointers within the BVH for nested instancing: 8 billion instances in ~2 GB
  • 8-wide k-DOP hierarchies, gaussian splat primitives
  • Technical details and build instructions here

Previous work

  • Notre Dame Studios virtual production – built the university's first real-time virtual production capability (Unreal Engine 5, stYpe tracking, custom C++ integrations)
  • Game engine – designed to provide a sandbox for ML techniques with an easy to extend API.

Background

MS in Computer Science, University of Notre Dame (machine learning and real-time simulation).
Looking for GPU and rendering engineering or research roles.

Tools: C++, Slang, Vulkan, Unreal Engine 5

Pinned Loading

  1. OfflineRaytracingGPU OfflineRaytracingGPU Public

    Monte Carlo GPU path tracer written in Slang and C++ using Vulkan

    C++ 5

  2. GameEngine GameEngine Public

    Game engine written in C++

    C++ 1

  3. OfflineRaytracingCPU OfflineRaytracingCPU Public

    Multi-core monte carlo CPU raytracer built from scratch in C++

    C++ 6

  4. creativity-optional creativity-optional Public

    stream processor for dynamic real-time rendering

    Python 1 5

  5. haptic-hat haptic-hat Public

    Embedded System: Raspberry PI Pico haptic feedback balance assistant

    Python 1 1