Lately I have been working on bringing some volume rendering to the SPPM (stochastic progressive photon mapping) method, this video is a result of that.
As part of a very awesome Ninja Camp at Unity’s HQ in Copenhagen Shawn White and I developed this little vertex painting tool in the video below.
My master thesis centered around the creation of real-time fake fluid dynamics, expanding on a procedural fluid flow technique by Robert Bridson, by adding more artist control and real-time boundary collision.

For a short while I worked on a volumetric rendering project at Unity Technologies. This is basically an implementation of Greg James’s Fog Polygon Volumes.

During my master years I was enrolled in a digital games academy (DADIU), where I was the lead programmer in a team which produced the game Trail Of The Collector.
