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Posts
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👋
About
Hey! I'm Mateusz, a graphics programmer currently working at Techland, with previous experience at Crytek. My passion lies in graphics programming, particularly focusing on shaders and low-level implementation. I enjoy diving deep into rendering techniques and optimizing visual fidelity while maintaining performance.
When I'm not working on professional projects, I dedicate my free time to developing my personal graphics engine, exploring cutting-edge rendering techniques and implementing features I find fascinating.
💻GitHub →
💼 LinkedIn →
📨 Email Me →
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My Favourite Talks:
- GI
- Ray Tracing
- Volumetrics
- Geometry Rendering
- Others
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Projects
Personal Real-Time Graphics Engine
https://github.com/MateuszKolodziejczyk00/Sculptor
RT GI and Volumetrics

Real Time GI
- Both diffuse and specular component
- Based on ReSTIR GI
- Variable Rate Tracing
- DDGI used as light cache and for volumetrics
- Fully integrated with clouds and atmosphere
- Doesn’t require baking
- More information here

https://indify.co/widgets/live/gallery/2cYpcUKsOiL6uSmlodWh
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https://indify.co/widgets/live/gallery/ZKnsL1pXhK5gsgL7PUaa
https://indify.co/widgets/live/gallery/zg05cLNh0T9D0TfbIve0
Volumetric Clouds
- Procedural shapes based on The Real-time Volumetric Cloudscapes of Horizon: Zero Dawn
- Multiscattering based on (based on Oz: the great and volumetric)
- Affect and are affected by aerial perspective
- Directional Light Shadows
- Affect DDGI via set of localized cloudscape probes (similar to RDR2)
- Visible in reflections via probe rendered from camera perspective
https://indify.co/widgets/live/gallery/UCBdaDuICnfwIW6ZfwiU
https://indify.co/widgets/live/gallery/sfygqrWMO6jylaHPbZeE
Volumetric Fog
- Algorithm based on frustum aligned voxels
- Covers both close and far distances (up to 8 kilometers)
- Based on:
Other Features
- Ray Traced Ambient Occlusion