Multi-Threaded + Async Copy Queue Chunk Loading System
Basic Explanation of the chunk loading system I implemented in my voxel engine.
Recent content on Tarun Ramaswamy
Basic Explanation of the chunk loading system I implemented in my voxel engine.
Basic Explanation of Deferred Shading focusing on theory and implementation.
Basic overview of simplifying root signature creation using the DirectX Shader Compiler for Shader Reflection and Compilation.
Basic overview of Modern Bindless Rendering, with a focus on DX12 / HLSL.
Qualcomm -> Graphics Software Engineer Duration: Dec 2025 - Present Top secret graphics stuff -> Associate Engineer Duration: Feb 2025 - Dec 2025 Top secret graphics stuff Tally Solutions -> Trainee Devops Engineer Duration: Sep 2024 - Feb 2025 Implement CI/CD pipelines for multiple projects utilizing EKS and Docker for seamless deployment. Configure infrastructure on AWS EKS using Terraform,…
DirectX12 Graphics renderer featuring rendering techniques such as PBR / IBL, Shadow Mapping, Deferred Shading, etc.
A work in progress game engine using C++, DirectX12 and Lua for scripting
Explanation of physically based rendering's theory along with implementation.
A simple voxel engine made using DirectX12 and C++
A simple real time ray tracer using Nvidia CUDA and C++.
A simple flocking boids simulation done using C++ and Cuda.
Estimation of depth map given stereo images and camera calibration parameters.
A simple compute shader based path tracer using HLSL and Direct3D.
Hey there ! I’m Tarun Ramaswamy, a Graphics Software Engineer @ Qualcomm. I’m passionate about C++ development, graphics programming / computer graphics (specifically real time rendering), low level programming and everything CS. I enjoy learning about computer graphics, low level programming, linear algebra, computer vision, and data structures and algorithms. If you want to reach out…