College Station, TX

William Stephenson

Software developer specializing in high performance systems, real-time rendering, and computer graphics.

BS Computer Science - Texas A&M University.

Projects

Raymarched Fluid Simulation
Realtime Compute Shader PBD Fluid Simulation. Rendered by generating and raymarching a density field.
Modern Vulkan Renderer
Modern Forward Vulkan Renderer including Frustum Culling, Scene Graph, Bindless, PBR, Multithreading, glTF Loading, and more.
A* Pathfinding
Interactive demonstration/visuzliation of A* Pathfinding on an arbitrary grid.
Custom Compute Particle System
Using async compute queue and ping-ponging GPU buffers. Fast & easily extensible.
WebGPU Radiance Cascades
Interactive radiance cascades (GI data structure) demo implemented with WebGPU.
Revenge of the Pharaoh
2D Dungeon Crawling Action Game built with a team of 6 throughout a semester in Unity.

About

I'm William Stephenson, a software developer with a deep passion for real-time graphics and low-level systems programming. I love building things at the intersection of math, physics, and visual computing.

My work spans from custom Vulkan renderers with PBR lighting and frustum culling, to GPU-accelerated particle systems and fluid simulations using compute shaders. I'm equally comfortable working on gameplay systems, reverse engineering, and AR experiences.

I approach every project with a focus on performance, clean architecture, and pushing hardware to its limits.

BS Computer Science, Minor in Game Design & Development — Texas A&M
Languages
C++ C Python JavaScript C# Rust Java GLSL Slang HLSL
Tools
RenderDoc NSight Graphics CMake Git GDB VS Debugger
APIs & Libraries
Vulkan OpenGL WebGPU Astro DearImGui VMA

Connect

Open to new opportunities, collaborations, or just a chat about graphics programming and game dev.