I am sultimt, Sultim Tsyrendashiev.

graphics engineer.

Title:

game engine development & realtime rendering.

Domain:

realtime path tracing.

Specialization:

RTX REMIX.

Currently working on NVIDIA RTX REMIX,
a realtime path tracing renderer.
C++ / Vulkan API.

RTX REMIX powers HALF-LIFE 2 RTX, which currently is in active development.

FBC: FIREBREAK.

Worked on FBC: Firebreak during 2021-2022,
with Remedy’s NORTHLIGHT game engine.

Graphics programming; multiplayer network code;

  • Entity-component system

  • C++ template meta-programming

Helped my friend with DOOM 2: RAY TRACED.


Digital Foundry review.

HALF-LIFE 1: RAY TRACED.

The grand project of integrating realtime path tracing into the 1998 classic.

With manual relighting of all 90 maps; with an attempt at providing an atmosphere/feel invoked during my very first playthrough.


Digital Foundry review.

QUAKE 1: RAY TRACED.

While working on HALF-LIFE 1: RAY TRACED, I needed a bit different project to test the integration of a new technology (e.g. ReSTIR, volumetrics), and find better ideas for world editing.


Digital Foundry review.

DOOM 1: RAY TRACED.

An April Fools project, with the joke being that it’s an actual playable demo: why would one expect a ray tracing in 1993 game…


Digital Foundtry review.

SERIOUS SAM TFE: RAY TRACED.

The first success of integrating a real-time path tracing into a classic game.

Developed a custom library (C++ / Vulkan API)
to port other classic games to path tracing.

Digital Foundry review.