Ruben Young

High-Performance Computing | GPU Programming | Graphics Engineering

Hi, I'm Ruben, a software engineer specializing in graphics engineering and parallel computing. With over five years of experience working with C++ on high-performance applications, I most recently worked on The Sims 4's game engine team at Electronic Arts where I built graphics, animation, and gameplay systems. I'm currently pursuing graduate studies in computer graphics at the University of Pennsylvania and will be graduating this May. I created this website to share my work and what I'm passionate about.

Projects

Cumulus is a realtime DirectX 12 cloud renderer with collisions, GPU generated clouds, and a physically accurate atmosphere. An enhancement of the Nubis3 method used by the Horizon video game series, we added support for interactive cloud collisions and procedural generation. Built as a four-person team project.

GitHub
C++DirectX 12
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A path tracer built from the ground up in NVIDIA's CUDA framework for photorealistic rendering. Supports Multiple Importance Sampling, Texture Mapping, Environment Mapping, Physically Based Shading, and user-imported GLTF meshes accelerated with Bounding Volume Hierarchies. Refer to the Github readme for a performance analysis of each part of the algorithm.

GitHub
C++CUDA
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A combat system built in Unreal Engine 5. I built a custom combo system that buffers, sequences animation montages. Montages are marked up with custom animation notifies that control timing windows, hitbox activation, and target snapping. I also built a dynamic hit reaction system, which plays distinct hit reactions based on how the target was hit.

GitHub
C++Unreal Engine
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A CUDA-accelerated implementation of Craig Reynold's Boids Artificial Life Simulation.  Supports simulation of 300,000+ agents at high frames per second. Includes performance analysis of different grid method implementations performed using NVIDIA's NSight suite.

GitHub
C++CUDA
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A Vulkan-based implementation of Responsive Real-Time Grass Rendering for General 3D Scenes  from Jahrmann and Wimmer. Each grass blade is created using a tesselation shader from a set of bezier control points, which are driven by a compute shader-based simulation.

GitHub
C++Vulkan
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An implementation of monte-carlo pathtracing using OpenGL and C++. Can showcase physically-based rendering of objects with global illumination and a variety of material parameters.


C++OpenGL
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A minecraft clone made in OpenGL and C++. Features chunking, multithreaded terrain generation, procedural caves and terrain, a custom skybox with day/night cycle, and shadow mapping. Implemented in OpenGL as a group project, where I was in charge of chunking, shadow mapping, and multi-threading. Credit for the rest of the features goes to Constanza de Rienzo and Caroline Fernandes. Demo Video


C++OpenGL
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C++ Implementation of Dual-Quaternion Skinning (DQS), Linear-Blend Skinning (LBS), and a CCD IK Solver. The user can specify a variety of FBX files to play using FK, or manually adjust end effectors for the CCD IK system. Also built as a Unity plugin where the character automatically adjusts to changes in height.


C++C#Unity
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A homebrew game engine I began building in my second year of undergrad using C++ and DX11. This is a very useful testbed for creating native graphics applications or trying out new rendering techniques. Supports shader reflection to make adjusting the graphics pipeline for custom shaders seamless. A thorough performance analysis has been performed and is available on the repository.


C++DirectX 11DirectX 12
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