Migrate Vite SPA to Hugo (hugo-coder, dark) with WebGPU background

- Hugo static site at root: config, content (home/about/resume/blog + 5 projects),
  data/resume.yaml, custom layouts (gpu background, resume renderer, projects list),
  dark theme with canvas behind content
- gpu-bg/: extracted WebGPU/WebGL2 spiral engine as a Vite sub-package; slim bootstrap
  drops router/overlay/text renderer; fixed uniforms (scene0/dim0); self-contained engine.js
- archive/: retired Vite SPA preserved (router, overlay, data, engine/text orphaned)
- 3-stage Dockerfile (node -> hugo extended/dart-sass -> nginx), static nginx config
- DEPLOYMENT.md handover + README rewrite; pre-hugo rollback tag
This commit is contained in:
2026-08-21 03:39:42 +02:00
parent 3ad5cf55e3
commit 9ea85db5ce
74 changed files with 3170 additions and 75 deletions

7
content/_index.md Normal file
View File

@@ -0,0 +1,7 @@
+++
title = "Djosen"
+++
Welcome to my personal website. There's a lot going on in my life that I'll be sharing here over time, professional and not.
Everything is still under construction; I'll be adding updates as I go.

26
content/about.md Normal file
View File

@@ -0,0 +1,26 @@
+++
title = "About"
description = "Who I am and what I do"
+++
My name is Ahmed Alaa Ahmed Mohamed (aka Djoser / Djosen / Inedited). I'm a passionate creative software engineer and game developer.
I hold a master's degree in games engineering from TUM, with a strong background in graphics programming, real-time rendering, XR development, game development, and AI engineering.
I have experience working on AAA titles (Forza Motorsport 8) with Turn10 Games, as well as indie games and other personal projects. If it involves computers and is fun, I'm in.
Recently I've been getting into AI Engineering during my work at Siemens, and have developed workflows with Nvidia and Meta XR-AI for industrial operations.
Besides my professional work, I do some other fun stuff:
- Video games
- Music production and sound design
- Audio reactive visualizations
- Shader programming
- Sim racing
- Hardware tinkering
- Making more video games and whatnot
You can reach me at [ineditedofficial@gmail.com](mailto:ineditedofficial@gmail.com) or [djoser@djosen.one](mailto:djoser@djosen.one) or "inedited" on discord.
It's a little hard to try to dumb everything about me in one page so just reach out to me, let's have a chat!

5
content/posts/_index.md Normal file
View File

@@ -0,0 +1,5 @@
+++
title = "Blog"
+++
Posts will appear here.

View File

@@ -0,0 +1,5 @@
+++
title = "Projects"
+++
This is not an exhaustive list or an indepth, it's more of an attempt to try to document the fact that I build a lot of cool shit that I can't always talk about anywhere else. Some of these are personal projects, some are professional, some are just experiments and prototypes. I will try to keep this updated as I go.

View File

@@ -0,0 +1,12 @@
+++
title = "AUV Simulation & Interfacing"
description = "Full physics simulation + ROS + Qt ground control"
date = "2021-01-01"
period = "2021"
tags = ["C++", "ROS", "Gazebo", "Qt5"]
categories = ["programming"]
+++
Full AUV physics simulation in Gazebo with ROS nodes using GStreamer to pipeline media from AUV/simulation to an external monitoring interface via a Qt application for the ground control team.
Designed the simulator, developed the Gazebo plugins and the C++ ROS nodes.

View File

@@ -0,0 +1,14 @@
+++
title = "Evol Game Engine"
description = "Graduation Project — Vulkan-powered engine"
date = "2021-07-01"
period = "07/2021"
tags = ["C", "C++", "Vulkan", "OpenGL", "ImGUI"]
categories = ["programming"]
+++
Developed a high-performance, Vulkan-powered game engine with real-time physics simulation, applicable to vehicle simulation and digital twin technology.
Built a modular scene editor for real-time rendering and physics-based simulation.
Implemented the Vulkan renderer for the engine core and an OpenGL PBR renderer for the editor.

View File

@@ -0,0 +1,12 @@
+++
title = "ImprovGFX"
description = "From-scratch rasterizer with OpenCL GPU acceleration"
date = "2021-01-01"
period = "2021"
tags = ["C++", "OpenCL"]
categories = ["programming"]
+++
A renderer/rasterizer built from scratch to render .obj models and .tga textures, with OpenCL providing GPU acceleration.
Built a clean API for constructing scenes and shaders.

View File

@@ -0,0 +1,14 @@
+++
title = "GPU-Driven Point Cloud Renderer"
description = "TUM — 140M+ points at ~100 FPS"
date = "2024-01-01"
period = "2024"
tags = ["C++", "Vulkan", "GLSL"]
categories = ["programming"]
+++
Implemented a real-time GPU-driven renderer for large point clouds (140M+ points at ~100 FPS) using a custom 5-stage compute shader pipeline in Vulkan, based on Schütz et al. (2021, 2022).
Created a software rasterization pipeline using atomic uint64 depth-color packing and compute shaders, enabling fine-grained depth testing without a hardware depth buffer.
Implemented batch-based frustum culling, Morton-code spatial sorting, and screen-coverage LOD selection via 10-bit quantized position precision. Used Vulkan subgroup extensions for warp-level optimizations.

View File

@@ -0,0 +1,14 @@
+++
title = "Radiance Caching for Real-Time Volumetric Rendering"
description = "Master's Thesis — TUM"
date = "2025-12-01"
period = "12/2025 — 06/2026"
tags = ["C++", "CUDA", "Vulkan", "OptiX"]
categories = ["programming"]
+++
Researched and implemented a real-time radiance cache for volumetric path tracing using 3D Gaussian Splatting and a fused MLP as the cache representation.
Developed an online differentiable optimization pipeline in CUDA that adapts the Gaussian cache to dynamic lighting and transfer function changes during rendering.
Built a spatial-hash-based fused MLP for radiance caching on volumetric heterogeneous media. Supervised by Prof. Westermann.

6
content/resume.md Normal file
View File

@@ -0,0 +1,6 @@
+++
title = "Resume"
description = "Ahmed Mohamed — Graphics & Systems Engineer"
type = "resume"
layout = "resume"
+++