Z-Emotion
- C++
- C#
- OpenGL
- Typescript
- Bash
Senior Software Engineer
Hi there! I'm Taemin Hong. I'm a software engineer with over a decade of experience developing high-performance 3D applications. I've worked on a variety of projects, including a digital clothing editor, VR training simulators, a 3D modeling tool, and a texture editor.
My expertise includes C++, C#, OpenGL, Unity, TypeScript, React, and more. I'm currently seeking opportunities as a WebGL-based front-end developer.
In my free time, I love exploring open-source projects and customizing tools like Emacs. I also enjoy reading books that offer insights into software development. Outside of the digital realm, I hike a lot.
Rendering realistic water is challenging, especially in real-time. This demo showcases plausible ocean waves using a relatively simple mathematical model.
In real-time rendering, correctly rendering multiple layers of transparency is not simple. This demo demonstrates how to achieve this using the Depth Peeling technique.
Physically Based Rendering is a standard technique in the modern real-time rendering world, but it requires a deeper understanding of 3D rendering and some math. This demo shows a basic implementation of PBR with WebGL.