Skip to content
View CubeBerry's full-sized avatar

Highlights

  • Pro

Block or report CubeBerry

Block user

Prevent this user from interacting with your repositories and sending you notifications. Learn more about blocking users.

You must be logged in to block users.

Maximum 250 characters. Please don't include any personal information such as legal names or email addresses. Markdown supported. This note will be visible to only you.
Report abuse

Contact GitHub support about this user’s behavior. Learn more about reporting abuse.

Report abuse
CubeBerry/README.md

πŸš€ Graphics Programmer | Rendering Engineer

Based in Redmond, WA πŸ‡ΊπŸ‡Έ / South Korea πŸ‡°πŸ‡·

I am a Graphics Programmer passionate about Low-level Graphics, Rendering Engine Architecture, and Optimization. I have experience developing custom engines using OpenGL, Vulkan, and DirectX 12.


πŸ› οΈ Tech Stack

Languages C++ HLSL GLSL Kotlin

Graphics APIs DirectX 12 Vulkan OpenGL

Tools & Engines Unreal Engine 5 Visual Studio CMake RenderDoc PIX Radeon GPU Profiler


πŸ’Ό Work Experience

Advanced Micro Devices (AMD) | GPU Rendering Intern

Bellevue, WA (Sep 2025 - Dec 2025)

  • Integrated AMD FidelityFX (FSR 1, CAS) and implemented DirectX 12 Compute Shaders.
  • Conducted deep-dive frame analysis of Fortnite using PIX & Radeon GPU Profiler.
  • Implemented DirectX 12 Mesh Shaders and explored Work Graphs for GPU-driven frustum culling.

Visual Concepts Blueshift (2K) | Engineer Intern

Meridian, ID (May 2025 - Aug 2025)

  • Analyzed and optimized the Google Filament engine rendering pipeline on mobile/PC.
  • Benchmarked SAO vs GTAO and implemented a custom DirectX 11 texture compressor (BC4/BC6H).

πŸ’» Featured Projects

🧊 CubeEngine

OpenGL & Vulkan & DirectX 12 Rendering Engine Written In C++

  • Role: Graphics Programmer
  • Tech: C++, OpenGL, Vulkan, DirectX 12, HLSL/GLSL
  • Key Features:
    • Developed a graphics framework rendering identical output across OpenGL, Vulkan, and DirectX 12.
    • Implemented PBR (Physically Based Rendering), IBL, Skybox, and MSAA.
    • Seamlessly integrated Graphics, Engine core, and Game demo components.

πŸ”¦ Ray Tracing Project

  • Tech: C++, BVH, Path Tracing
  • Developed a BVH-accelerated Path-Tracer implementing Reflection, Transmission (Snell's Law, Beer's Law), and Multiple Importance Sampling (MIS).
  • Integrated Image Based Lighting (IBL) and Depth of Field (DoF).

πŸ“Š GitHub Stats

CubeBerry's GitHub Stats

Pinned Loading

  1. CubeEngine CubeEngine Public

    OpenGL & Vulkan & DirectX 12 Rendering Engine Written In C++

    C 10 1

  2. mat300projects mat300projects Public

    C++

  3. Rudy-Castan-DigiPen-Teaching/CS099_game_project_minjae_yu_minki_cho Rudy-Castan-DigiPen-Teaching/CS099_game_project_minjae_yu_minki_cho Public

    Make 2d game with p5.js

    JavaScript