Tygo van Gorp

Graphics & Rendering Programmer

Graphics programmer with a passion for ray tracing, shaders, performance, team management and technical leadership.

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Projects

UE Audio Raytracer

UE Audio Raytracer

An Unreal Engine plugin that uses ray tracing for audio rendering.

Catch My Drift

Catch My Drift

Tech lead for a team of 8 programmers on a racing game built in our own engine, Vroom, for Windows and PS5.

Custom Racing Game Engine: Vroom

Custom Racing Game Engine: Vroom

A custom racing game engine built on a small engine from school, with cross-platform support for Windows (DX12) and PS5.

DX12 Path Tracer

DX12 Path Tracer

A hardware-accelerated DirectX 12 path tracer, focused on Multiple Importance Sampling.

PS5 PBR Renderer

PS5 PBR Renderer

Real-time renderer with full standard PBR support and image-based lighting.

Gone South

Gone South

An Unreal Engine game project.

CPU Software Path Tracer

A CPU-based software path tracer.

Raspberry Pi Deferred Renderer

Raspberry Pi Deferred Renderer

A deferred renderer for the Raspberry Pi, using OpenGL ES.

Metal Gear Recreation

Metal Gear Recreation

TODO

Recent Posts

How an Audio Ray Tracer Works

The systems and formulas behind simulating sound in a game level: acoustic materials, transmission through walls, ray tracing per frequency band, echograms, reverberation time and a feedback delay network. A work in progress that grows with my audio ray tracer.

AudioRay TracingAcoustics
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Comparing Multiple Importance Sampling Strategies

A comparison of MIS technique combinations in path tracing across various scenes, analyzing render time and perceptual error to determine practical recommendations.

GraphicsMIS
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About

Education

Breda University of Applied Sciences Creative Media & Game Technologies - Programming Sep 2025 to Apr 2028
Cambreur College Bilingual Havo Sep 2019 to Apr 2025
Cambridge B2 First English Aug 2022

My main focus is real-time rendering with a passion for ray/path tracing. I've built path tracers on the CPU and in DX12, worked on PS5 rendering, and I write about what I learn on my blog.

Next to the technical work, I've found that I enjoy technical leadership. Being tech lead on Catch My Drift taught me to plan work for a team, review code, and keep programming in line with design and art. I want to keep growing in both, toward a lead programmer role.

Technical Skills

  • GLSL / HLSL shader programming
  • OpenGL / DirectX 12 / PS5
  • Real-time rendering techniques
  • Ray/Path Tracing
  • Performance profiling & optimization
  • C++

Technical Leadership

  • Sprint planning & task breakdown
  • Code review
  • Collaborating with non-technical team members