UE Audio Raytracer
An Unreal Engine plugin that uses ray tracing for audio rendering.
Graphics & Rendering Programmer
Graphics programmer with a passion for ray tracing, shaders, performance, team management and technical leadership.
An Unreal Engine plugin that uses ray tracing for audio rendering.
Tech lead for a team of 8 programmers on a racing game built in our own engine, Vroom, for Windows and PS5.
A custom racing game engine built on a small engine from school, with cross-platform support for Windows (DX12) and PS5.
A hardware-accelerated DirectX 12 path tracer, focused on Multiple Importance Sampling.
Real-time renderer with full standard PBR support and image-based lighting.
An Unreal Engine game project.
A CPU-based software path tracer.
A deferred renderer for the Raspberry Pi, using OpenGL ES.
TODO
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.
Read more →A comparison of MIS technique combinations in path tracing across various scenes, analyzing render time and perceptual error to determine practical recommendations.
Read more →| 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.