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HDR, Deferred shading, Exponential shadow maps, Ambient occlusion and glares

Skinning, Inverse kinematics and more...

Water simulation using Phillips power spectrum and FFT

Solution of Wave Equation using Finite Differences

GPU Particle System using compute shaders (Vortex (100 000 particles), Bouncing (10 000 particles) and Force Field (5000))

Platform game developed in Unreal Engine 4 (Graphics programmer and shaders designer)