Jordan Walker

Software Engineer

Proficient in C++, C#, Python, HLSL, GLSL. Experienced in software development, graphics programming and machine learning. Passionate about game development and computer graphics with an interest in using procedural and ML techniques for content generation. Other interests/hobbies include astronomy, science fiction, military history, filmmaking and electronic music production.

Nebula Engine

3D rendering/game engine using the modern Vulkan API that is designed to procedurally generate and photorealistically render astronomical-scale environments such as planets and star systems at true scale.

Hybrid Deferred Shading

A raster + raytrace deferred shading pipeline that implements novel techniques for light culling and realtime diffuse global illumination, CS248 final project. Implemented in Unity. Code available on Github.

Black Hole Rendering

Rendering of a black hole and accretion disk via realtime raytracing, CS348B final project. Implemented in Unity. Code available on Github.

Hydraulic & Thermal Erosion on Infinite Procedural Terrain

Simple algorithm for computing hydraulic and thermal erosion on infinite procedural terrain in realtime on the GPU. Implemented in Unity and Nebula. Unity code available on Github.

Monster Forest (Top-Down 2D Video Game)

Top-down rogue-like video game inspired by Pokemon games, features procedural level generation, CS194 project. Implemented in Unity. Game available on itch.io.

Volumetric Cloud Experiments

Experimental project that uses hardware accelerated raytracing of proxy geometry to accelerate rendering of volumetric clouds. Implemented in Unity.

Procedural City Generator

Generates procedural cities using an algorithm that integrates paths along vector fields to generate roads and polygon boolean/clipping algorithms to generate geometry such as buildings. Implemented in Unity.

Procedural Virtual Texturing for Terrain

Realtime GPU-based procedural virtual texturing for terrain that is capable of supporting a large number of terrain materials and decals. Renders and compresses textures via compute shaders. Implemented in Unity.