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.
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.
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.
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…
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.