Graphics programmer · Prague
Xander
Berten
Real-time rendering, GPU-driven pipelines and light transport. Finishing a Master’s in Visual Computing at Charles University.
Selected work
Rendering, from scratch.
01GRAPHICS PROGRAMMING · 2026EOS RendererA Vulkan rendering library built from scratch, bindless resources and buffer device addresses, GPU-driven SDSM cascaded shadows and inline ray-traced shadows.Vulkan · Slang · GPU-drivenRead more →Polarization Rendering with Stokes Vectors and Mueller Matrices02GRAPHICS PROGRAMMING · 2026Polarization Rendering with Stokes Vectors and Mueller MatricesA small C++ simulation of polarized light, Stokes vectors, Mueller matrices and the full Fresnel equations for dielectrics and metals, checked against nine reference cases.Polarization · Light transport · FresnelRead more →
03GRAPHICS PROGRAMMING · 2026Spectral Uplifting: Comparing Wavelength Sampling StrategiesAn interactive C++ sandbox that turns measured light and reflectance spectra into color, comparing fixed buckets, random Monte Carlo and hero wavelength sampling against ground truth.Spectral rendering · Monte Carlo · Color scienceRead more →
04GAMES · 2025Liquid GravityA fast-paced movement shooter, skate, control gravity and fight. I was technical lead and lead programmer.Group project · Tech leadRead more →
05GRAPHICS PROGRAMMING · 2025Merging GTAO and a Fast SSAO TechniqueBachelor's thesis on screen-space ambient and directional occlusion, two SSAO techniques merged in compute shaders to get the best of both.Bachelor's thesis · The Forge · ComputeRead more →
06GRAPHICS PROGRAMMING · 2025Volumetric CloudsReal-time volumetric clouds raymarched against a 3D density texture, following the Graphics Programming Conference masterclass, as a standalone shader project.Raymarching · 3D density textureRead more →
07TOOL DEVELOPMENT · 2024Custom Detail Panel and Component VisualizerAn Unreal Engine editor tool that lets the whole team create and edit grindable splines on meshes, with a component visualizer and a custom Slate detail panel.Unreal Engine · Editor module · SlateRead more →
08AWARDS · 2024Top 25 Emerging Game DevelopersReceived the Top 25 Emerging Game Developers award at Digital Confex's 3rd Gaming & Animation Confex.Digital ConfexRead more →
09GAMES · 2024Bread EndA 48-hour Global Game Jam game about recreating endings for the famous falling bread slice. I built the data-driven ending and unlock system.Global Game Jam 2024 · Unreal EngineRead more →
10GRAPHICS PROGRAMMING · 2024Software RasterizerWhat a GPU does under the hood, my own depth buffer, vertex culling and texture mapping, with normal, diffuse, metal and specular maps.C++ · Depth buffer · CPURead more →
11GRAPHICS PROGRAMMING · 2024Software RaytracerA multithreaded CPU raytracer, pixels rendered in parallel with std::execution, accelerated with a per-triangle bounding volume hierarchy, Cook-Torrance materials.C++ · BVH · MultithreadedRead more →Unreal Engine, Machine Learning and C++12OTHER · 2024Unreal Engine, Machine Learning and C++A C++ write-up for Unreal's Learning Agents plugin, reinforcement learning, imitation learning, deployment, and combining networks with behavior trees.Unreal Engine · Learning Agents · C++Read more →
13GRAPHICS PROGRAMMING · 2024Realtime Vulkan Shader EditorA shader editor with a Vulkan 1.3 backend, hot-reloading shaders, runtime-editable materials, compute post-FX and glTF / OBJ import.Vulkan 1.3 · Hot reload · GLSLRead more →
14GAMES · 2024Just Keep SwimmingWon the Community Award out of 38 games at the Unwrap Game Jam 2024. I worked on enemy behavior, interactables and vertex-shader animation fixes.Unwrap Game Jam 2024 · Community AwardRead more →
15TOOL DEVELOPMENT · 2024Unreal Engine Hitbox EditorA custom asset type and viewport for editing hitboxes, built for the indie fighting game Mythic Champions and later ported to the Night Sky Engine framework.Unreal Engine · Editor modules · Custom assetRead more →
16GRAPHICS PROGRAMMING · 2023DirectX 11/12 RasterizerA rasterizer for learning the rendering pipeline and DirectX. Implements four swappable shading models, debugged in RenderDoc, later ported to DirectX 12.DirectX 11 · DirectX 12 · SDLRead more →01 / 18ALL WORK →
SCENE
A raymarched SDF with thickness-based subsurface transmission (Beer–Lambert), lit through a single-scattering medium with a Henyey–Greenstein phase function. Rendered at reduced resolution, then upscaled with edge-detected anti-aliasing.
Material
Scene resolution
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