Skip to main content

Projects

Generating volumetric data from a three-dimensional surface.
This was my final degree project. By that point, I already had a strong interest in computation and graphics processing. At the time, I became particularly interested in volume representation in computer graphics, especially after I started reading …
/images/works/3d-mesh-voxelization/RobotComparison.png image
A practical application of augmented reality.
During my internship, I designed and developed—alongside two other people—an augmented reality museum experience using the Vuforia SDK in Unity for the Mora de Rubielos Town Hall. The project was part of a cultural initiative aimed at showcasing the …
/images/works/ar-museum/castillo.png image
Automation of character optimization
I developed this project as a way to learn how Compute Shaders work, with a view toward their subsequent use in the Marching Cubes project. At the same time, it allowed me to explore the GPU’s capabilities for processing tens of millions of …
/images/works/placeholder/placeholder.png image
A model-view-controller Android project.
I developed this project during my university studies. It was part of a course where we learned the basic concepts of Android programming and the model-view-controller architectural pattern. The type of game I wanted to create was a dungeon crawler …
/images/works/dark-dungeon/dd.png image
A proprietary particle system entirely managed by the GPU.
I developed this project as a way to learn how Compute Shaders work, with a view toward their subsequent use in the Marching Cubes project. At the same time, it allowed me to explore the GPU’s capabilities for processing tens of millions of …
/images/works/gpu-particles/particleDemo.png image
A simple algorithm for rendering volumetric data.
Following my Bachelor’s Thesis on 3D mesh voxelization, I continued exploring volumetric rendering methods. One such method is the marching cubes method, which consists of dividing the rendering workload into blocks of 8 voxels (a cube) that …
/images/works/marching-voxels/voxelPortrait.png image
Technical demo where I integrate several tools.
In this project, I integrated the Portals and Lasers projects into a small playable experience. You can watch the full gameplay below.
/images/works/portal-laser-demo/portrait.png image
Creating complex visual effects in Unreal Engine.
Machine learning has seen a spectacular boom in recent years. There is much talk about the techniques that enable Generative AI, especially in its text, image, and video varieties. One of the fields that interests me most personally is its use in …
/images/works/qlearning-tictactoe/tableQLearning-squared.png image
A shader colection for snowy biomes.
This was one of the first times I experimented with shaders, and it was the project that sparked my passion for real-time rendering. The collection consists of two shaders. The first allows for the generation of snow surfaces on objects based on a …
/images/works/snow-shaders/snowMain.png image
A visual effect with integrated logic for Unreal Engine 4.
This project was my starting point for learning the basics of Unreal Engine 4 as a self-taught developer. It involved several engine elements, such as materials, particle effects, code, and collision systems, making it ideal for getting started with …
/images/works/gpu-particles/particleDemo.png image
A proprietary particle system entirely managed by the GPU.
Ever since I played the renowned Portal as a young kid, I was obsessed with the idea of portals and the paradoxes they entail, as well as their ability to transform conventional Euclidean geometry into something much more interesting from a gameplay …
/images/works/portal-ue4/portrait.png image
Creating complex visual effects in Unreal Engine.
To learn how to use the basic VFX tools of UE4, especially Niagara, I decided to make this small project that allows using some of its more advanced capabilities, such as the ability to read from the GBuffer or using meshes to distribute particle …
/images/works/vanishing-vfx/portrait.png image
A proprietary particle system entirely managed by the GPU.
I developed this project as a way to learn how Compute Shaders work, with a view toward their subsequent use in the Marching Cubes project. At the same time, it allowed me to explore the GPU’s capabilities for processing tens of millions of …
/images/works/xuan-yuan-sword-7/xys-portrait.webp image