Fourth year Computer Science student at the University of Leeds, specializing in high-performance graphics and games engineering, with a focus on real-time rendering systems and high-performance C/C++ programming. Developed a deferred & forward PBR rendering system using Vulkan, as well as geometric mesh repair/simplification tools. Engineered a GPU-native Gaussian splatting rasteriser from scratch, utilizing compute shaders and parallel sorting to render 2M+ splats interactively on integrated hardware. Passionate about advancing real-time graphics and solving problems to create new, prettier, high-performance solutions.
Source code available on request.
You can find the source code here.
Source code available on request.
You can find the source code here.
Source code available on request.
Source code available on request.
You can find the source code here.
You can find the source code here.
You can find the ludum dare submission here, and you can play the game jam version of the game here.
You can find the Hackathon version of the source code here.
You can find the full source code here
You can find the full source code here
You can find the full source code here
You can find the full source code here
You can find the full source code here
Email: thomas.chernaik@gmail.com
Phone: +447486409343
LinkedIn: linkedin/thomas-chernaik-611aa7226/
GitHub: github/thomas-chernaik