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
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content/_index.md
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title = "Djosen"
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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.
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Everything is still under construction; I'll be adding updates as I go.
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content/about.md
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title = "About"
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description = "Who I am and what I do"
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My name is Ahmed Alaa Ahmed Mohamed (aka Djoser / Djosen / Inedited). I'm a passionate creative software engineer and game developer.
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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.
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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.
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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.
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Besides my professional work, I do some other fun stuff:
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- Video games
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- Music production and sound design
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- Audio reactive visualizations
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- Shader programming
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- Sim racing
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- Hardware tinkering
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- Making more video games and whatnot
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You can reach me at [ineditedofficial@gmail.com](mailto:ineditedofficial@gmail.com) or [djoser@djosen.one](mailto:djoser@djosen.one) or "inedited" on discord.
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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!
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content/posts/_index.md
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title = "Blog"
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Posts will appear here.
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content/projects/_index.md
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title = "Projects"
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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.
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content/projects/auv-simulation.md
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title = "AUV Simulation & Interfacing"
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description = "Full physics simulation + ROS + Qt ground control"
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date = "2021-01-01"
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period = "2021"
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tags = ["C++", "ROS", "Gazebo", "Qt5"]
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categories = ["programming"]
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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.
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Designed the simulator, developed the Gazebo plugins and the C++ ROS nodes.
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content/projects/evol-engine.md
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content/projects/evol-engine.md
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title = "Evol Game Engine"
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description = "Graduation Project — Vulkan-powered engine"
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date = "2021-07-01"
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period = "07/2021"
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tags = ["C", "C++", "Vulkan", "OpenGL", "ImGUI"]
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categories = ["programming"]
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Developed a high-performance, Vulkan-powered game engine with real-time physics simulation, applicable to vehicle simulation and digital twin technology.
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Built a modular scene editor for real-time rendering and physics-based simulation.
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Implemented the Vulkan renderer for the engine core and an OpenGL PBR renderer for the editor.
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content/projects/improv-gfx.md
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title = "ImprovGFX"
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description = "From-scratch rasterizer with OpenCL GPU acceleration"
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date = "2021-01-01"
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period = "2021"
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tags = ["C++", "OpenCL"]
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categories = ["programming"]
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A renderer/rasterizer built from scratch to render .obj models and .tga textures, with OpenCL providing GPU acceleration.
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Built a clean API for constructing scenes and shaders.
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content/projects/point-cloud.md
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content/projects/point-cloud.md
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title = "GPU-Driven Point Cloud Renderer"
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description = "TUM — 140M+ points at ~100 FPS"
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date = "2024-01-01"
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period = "2024"
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tags = ["C++", "Vulkan", "GLSL"]
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categories = ["programming"]
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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).
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Created a software rasterization pipeline using atomic uint64 depth-color packing and compute shaders, enabling fine-grained depth testing without a hardware depth buffer.
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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.
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content/projects/radiance-caching.md
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title = "Radiance Caching for Real-Time Volumetric Rendering"
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description = "Master's Thesis — TUM"
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date = "2025-12-01"
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period = "12/2025 — 06/2026"
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tags = ["C++", "CUDA", "Vulkan", "OptiX"]
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categories = ["programming"]
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Researched and implemented a real-time radiance cache for volumetric path tracing using 3D Gaussian Splatting and a fused MLP as the cache representation.
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Developed an online differentiable optimization pipeline in CUDA that adapts the Gaussian cache to dynamic lighting and transfer function changes during rendering.
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Built a spatial-hash-based fused MLP for radiance caching on volumetric heterogeneous media. Supervised by Prof. Westermann.
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content/resume.md
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title = "Resume"
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description = "Ahmed Mohamed — Graphics & Systems Engineer"
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type = "resume"
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layout = "resume"
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