<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Projects on Djosen</title><link>https://djosen.one/projects/</link><description>Recent content in Projects on Djosen</description><generator>Hugo</generator><language>en</language><lastBuildDate>Mon, 01 Dec 2025 00:00:00 +0000</lastBuildDate><atom:link href="https://djosen.one/projects/index.xml" rel="self" type="application/rss+xml"/><item><title>Radiance Caching for Real-Time Volumetric Rendering</title><link>https://djosen.one/projects/radiance-caching/</link><pubDate>Mon, 01 Dec 2025 00:00:00 +0000</pubDate><guid>https://djosen.one/projects/radiance-caching/</guid><description>&lt;p&gt;Researched and implemented a real-time radiance cache for volumetric path tracing using 3D Gaussian Splatting and a fused MLP as the cache representation.&lt;/p&gt;&#10;&lt;p&gt;Developed an online differentiable optimization pipeline in CUDA that adapts the Gaussian cache to dynamic lighting and transfer function changes during rendering.&lt;/p&gt;&#10;&lt;p&gt;Built a spatial-hash-based fused MLP for radiance caching on volumetric heterogeneous media. Supervised by Prof. Westermann.&lt;/p&gt;</description></item><item><title>GPU-Driven Point Cloud Renderer</title><link>https://djosen.one/projects/point-cloud/</link><pubDate>Mon, 01 Jan 2024 00:00:00 +0000</pubDate><guid>https://djosen.one/projects/point-cloud/</guid><description>&lt;p&gt;Implemented a real-time GPU-driven renderer for large point clouds (140M+ points at ~100 FPS) using a custom 5-stage compute shader pipeline in Vulkan, based on Schütz et al. (2021, 2022).&lt;/p&gt;&#10;&lt;p&gt;Created a software rasterization pipeline using atomic uint64 depth-color packing and compute shaders, enabling fine-grained depth testing without a hardware depth buffer.&lt;/p&gt;&#10;&lt;p&gt;Implemented batch-based frustum culling, Morton-code spatial sorting, and screen-coverage LOD selection via 10-bit quantized position precision. Used Vulkan subgroup extensions for warp-level optimizations.&lt;/p&gt;</description></item><item><title>Evol Game Engine</title><link>https://djosen.one/projects/evol-engine/</link><pubDate>Thu, 01 Jul 2021 00:00:00 +0000</pubDate><guid>https://djosen.one/projects/evol-engine/</guid><description>&lt;p&gt;Developed a high-performance, Vulkan-powered game engine with real-time physics simulation, applicable to vehicle simulation and digital twin technology.&lt;/p&gt;&#10;&lt;p&gt;Built a modular scene editor for real-time rendering and physics-based simulation.&lt;/p&gt;&#10;&lt;p&gt;Implemented the Vulkan renderer for the engine core and an OpenGL PBR renderer for the editor.&lt;/p&gt;</description></item><item><title>AUV Simulation &amp; Interfacing</title><link>https://djosen.one/projects/auv-simulation/</link><pubDate>Fri, 01 Jan 2021 00:00:00 +0000</pubDate><guid>https://djosen.one/projects/auv-simulation/</guid><description>&lt;p&gt;Full AUV physics simulation in Gazebo with ROS nodes using GStreamer to pipeline media from AUV/simulation to an external monitoring interface via a Qt application for the ground control team.&lt;/p&gt;&#10;&lt;p&gt;Designed the simulator, developed the Gazebo plugins and the C++ ROS nodes.&lt;/p&gt;</description></item><item><title>ImprovGFX</title><link>https://djosen.one/projects/improv-gfx/</link><pubDate>Fri, 01 Jan 2021 00:00:00 +0000</pubDate><guid>https://djosen.one/projects/improv-gfx/</guid><description>&lt;p&gt;A renderer/rasterizer built from scratch to render .obj models and .tga textures, with OpenCL providing GPU acceleration.&lt;/p&gt;&#10;&lt;p&gt;Built a clean API for constructing scenes and shaders.&lt;/p&gt;</description></item></channel></rss>