Projects

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.
Modern Vulkan Renderer
Modern Forward Vulkan Renderer including Frustum Culling, Scene Graph, Bindless, PBR, Multithreading, glTF Loading, and more.
Raymarched Fluid Simulation
Realtime Compute Shader PBD Fluid Simulation. Rendered by generating and raymarching a density field.
A* Pathfinding
Interactive demonstration/visuzliation of A* Pathfinding on an arbitrary grid.
Revenge of the Pharaoh
2D Dungeon Crawling Action Game built with a team of 6 throughout a semester in Unity.

About

Hello! I'm Will Stephenson, a software developer with a deep passion for real-time graphics and designing systems. I love building things at the intersection of math, physics, and visualization.

My work ranges from a modern Vulkan renderer with PBR lighting, bindless descriptors, frustum culling, and hot shader reloading to GPU-accelerated particle systems and fluid simulations using compute shaders. I'm equally comfortable working on gameplay systems and AR experiences.

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

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