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
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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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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"]
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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.
Designed the simulator, developed the Gazebo plugins and the C++ ROS nodes.

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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"]
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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.
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.

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title = "ImprovGFX"
description = "From-scratch rasterizer with OpenCL GPU acceleration"
date = "2021-01-01"
period = "2021"
tags = ["C++", "OpenCL"]
categories = ["programming"]
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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.

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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"]
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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).
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.

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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"]
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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.
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.