<aside> ๐ Don't worry, I'm also a professional one!
</aside>
Some cool projects by my current standards! I have created more things but you know
https://github.com/stephenjayakar/rustracer
A parallelized physically-based raytracer written in Rust! I took a lot of inspiration from Berkeley's CS184 project (and some function names + formulas) as I couldn't commit my project code. Also I thought Rust would be a lot cooler than C++ ๐
Note the global illumination in the photos! (For the best example, look at the shadow under the red sphere for coloration).
https://github.com/stephenjayakar/three-particles
Another CS184 project I ended up recreating. The original project was in C++ + OpenGL, with the recreation using three.js which is SUPER cool! Check out some of their demos ๐.
https://github.com/stephenjayakar/Cal-NES
A slight failure. My friend and I tried to create an NES emulator in Python during a hackathon sophomore year. I think we ended up passing a lot of CPU tests, but weren't able to really get games to play mostly due to complexity around the different system's components โน๏ธ. Might revisit down the line!
https://github.com/stephenjayakar/3dengine
Created this Python repo as a freshman to learn about basic raytracing plus rasterization! I learned how to create a 2.5D realtime raytracer (think EXTREMELY PRIMITIVE Doom-style graphics), and then realized quickly that isn't how most 3D computer graphics are actually generated. Out of frustration and the pursuit of knowledge, I also wrote a pretty quick realtime software rasterizer๐จ๐พโ๐ฌ
Raytracer
Rasterizer (not really sure why it's upside down)