epsylene.dev~ls

epsylene


Welcome to my personal website. Here you can find information about me, links to my programming projects, and some other things.

About me

I’m an HPC research engineer currently working for the CALCULS team at CEA/LSCE. I like understanding how computers work, and I’m particularly interested in performance optimization and parallel programming. Outside of work, I enjoy reading about languages and history, cooking, and spending time with friends.

Code

Here are some of my programming projects:

  • minigl: A small OpenGL wrapper library

    This is a small library I wrote to provide common functionality for my graphics programming projects. It includes a (varyingly) thin wrapper over the core OpenGL API, comprising abstractions for things like shaders, textures, framebuffers, and more. It also includes small utilities for math and mesh loading, and an application class that uses GLFW to create a window and manage the OpenGL context, inputs, and render loop.

  • Ilya: A simple raytracer

    This is a simple ray tracer based on the Ray Tracing in One Weekend series, written in C++. It features ray-sphere and ray-quad intersection, Lambertian diffusion, specular reflections, transparent and emissive materials, isotropic media, color/image and Perlin noise textures, a BVH acceleration structure, instancing, importance sampling, next-neighbor resampling, and defocus blur.

  • caliban: Vulkan engine

    Implementation of the Rust Vulkan tutorial to learn Vulkan. It features error checking with validation layers, a complete render pass and pipeline, shader modules, vertex buffers, index buffers, staging buffers, uniform buffers, command buffers, the Vulkan Triangle, samplers and textures, a depth buffer, OBJ model loading, mipmaps, multisample antialiasing (MSAA), and push constants.

You can find more on the projects page or on my GitHub profile.

epsylene.dev~