https://github.com/behnamhm/CSMOpenGL
Implemented Cascade Shadow Mapping in OpenGL to improve shadow quality across large scenes. This project helped me better understand how cascades are generated, how frustum splitting works, and how shadow quality can be visualized and debugged in real time.
https://github.com/behnamhm/ComputeShaderOpenGL
I've been working on a GPU-based particle system in C++ and OpenGL, using Compute Shaders to accelerate the simulation on the GPU.
In this project, I simulate up to one million interactive particles in real time, using a uniform grid for efficient neighbor search, along with pressure and viscosity interactions.
This project has been a great opportunity to dive deeper into GPU programming, parallel algorithms, and performance optimization. Along the way, I've experimented with different data structures and optimization techniques to improve the simulation's performance and stability.
https://github.com/behnamhm/IBL-OpenGL
Implemented physically based image-based lighting (IBL) in OpenGL, including diffuse irradiance, specular reflections, and PBR material properties such as metallic and roughness maps. This project improved the realism of rendered scenes while deepening my understanding of modern real-time rendering techniques.
https://github.com/behnamhm/GameEngineApplication
Developed a custom game engine from scratch in OpenGL as a platform to explore real-time rendering and engine architecture. Implemented core systems including lighting, shadow mapping, basic physics, camera controls, and asset rendering, using the project to deepen my understanding of graphics programming and engine development.
https://github.com/behnamhm/Deferred-Shading
Implemented a Deferred Shading pipeline in OpenGL by separating the geometry and lighting passes using a G-buffer. This approach allows the renderer to efficiently handle multiple dynamic lights while improving overall rendering performance in complex scenes.
https://github.com/behnamhm/SSAO-OpenGl
Implemented Screen Space Ambient Occlusion (SSAO) in OpenGL to add subtle contact shadows where objects and surfaces meet. By sampling the surrounding geometry in screen space, the effect enhances depth perception and gives scenes a more realistic appearance.
https://github.com/behnamhm/Shading
Experimenting with Physically Based Rendering (PBR) in my custom OpenGL renderer. This project includes diffuse and specular environment lighting
https://github.com/behnamhm/TankBattleUnrealEngine
This project was developed as part of my journey to learn Unreal Engine 5 and C++ game development.Throughout the project, I worked with core gameplay systems including player controls, health and damage, projectiles, collision detection, game logic, and UI. It also helped me become familiar with Unreal Engine's architecture, including Actors, Pawns, Components, Controllers, and the gameplay lifecycle.
Snake Game in OpenGL
OpenGL Application
Maya plugin with CUDA and OpenCL optimization
RBF Solver Pluging for Maya
Mirror Deformer Tool for Maya Using Maya API
Custom Parent and Aim constraint node in maya