Projects
Physically Based Rendering in DirectX 12
Hi, my name is Toby, and I’ve written a custom deferred rendering engine in C++ using DirectX 12. This was originally my submission for my Advanced Graphics module, created to allow me to experiment with and learn DX12, and I have since extended it to utilise a physically based metallic-specular material pipeline.
I’m currently working on further developments, including a raytraced rendering pipeline. I’m also experimenting with baking lightmaps in-engine to encode as a set of spherical harmonics, building off the research undertaken in my dissertation to hopefully provide me with performant and high-fidelity static lighting in my scenes.
https://www.yokim.org/portfolio/
https://www.linkedin.com/in/toby-kleinsmiede/
https://github.com/yokimklein/RenderEngine/
https://www.youtube.com/channel/UCVzfp21gzPwdvWE5j2L9FRg/videos
Type of employment sought
Looking for roles in games programming, engine systems, rendering or tools development
Areas available to work
Anywhere in the UK
Contact Toby