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Vulkan PBR Demo

C++ / Vulkan rendering research demo focused on physically based material behaviour.

Vulkan PBR demo material spheres

C++

graphics implementation

PBR

material workflow

Second-layer evidence

Technical snapshot

Final-year technical graphics work exploring physically based rendering, Vulkan pipeline setup, material parameters, lighting models, shader programming and documentation. It stays in the portfolio as graphics research, not as my primary role positioning.

Implemented a rendering demo around physically based material behaviour.
Worked with Vulkan setup, shader code, material parameters and lighting models.
Produced an accompanying technical report and visual demo.
Kept as evidence of technical research and implementation depth, not as a claim of graphics-specialist positioning.

Overview

This project focused on implementing and documenting a physically based rendering workflow using C++ and Vulkan. It is a useful technical research piece, but it should not dominate the portfolio because my strongest positioning is systems/tools/runtime software rather than pure graphics-programmer specialization.

My contribution

  • Implemented the rendering demo around PBR material principles.
  • Worked with Vulkan setup, shader programming, material parameters and lighting.
  • Documented implementation decisions, visuals and technical results.
  • Built the project as a focused graphics programming case study.

How to read it

This project demonstrates that I can research a hard technical topic, implement a visual result and document the work. It should support my C++ credibility, but the headline projects for systems/tools roles remain SufferEngine and Human Fall Flat 2.

Gallery

Physically based rendering material spheres demo