julcs

computer graphics · neural rendering · real-time gi

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Julian C. Stamm
Email: [email protected] Location: Bonn, Germany Website: https://julcs.com Social: GitHub: julcst

Education

University of Bonn

  • Focus on Real-Time GI, Neural Rendering, and Machine Learning

University of Bonn

Experience

Teaching Assistant for "Foundations of 4D/6D Object Capture for Virtual Environments"

  • Held daily block tutorials on NeRFs, IK, 3DGS, differentiable rendering, etc.

Teaching Assistant for "Introduction to Computer Graphics"

  • Held weekly tutorials on rasterization, ray tracing, BSDFs, splines, etc.
  • Assisted in creating exercises and exams
  • Developed and maintained a modern OpenGL/C++ framework used in the exercises and the animation competition

Temporary Worker in Software Development Team

Developed custom CAN bus logger.

Projects

tsnn (unpublished)

High-performance Slang-native tiny-cuda-nn alternative using Slang's auto-differentiation.
  • Implemented neural spline flows, hash grid encodings, MLPs, Adam, and more
  • Achieves full kernel fusion with Falcor path tracer
  • Slightly outperforms tiny-cuda-nn in my NRC benchmark
  • Written for my current lab research on real-time neural importance sampling
tsnn neural network library teaser

PhotonNRC

Falcor implementation of the poster "Photon-Driven Neural Radiance Caching".
  • Rebuilt the method as a clean Falcor render graph, improving modularity and performance
  • Implemented SPPM with hardware-accelerated inverse radius search and stochastic accumulation, NRC via tiny-cuda-nn, and SPPC training
PhotonNRC teaser

BiNRC

OptiX implementation of my Bachelor's thesis "Bidirectional Neural Radiance Caching".
  • Built an unbiased path tracer with MIS and NEE and a basic Disney principled BSDF
  • Implemented SPPM with hardware-accelerated inverse radius search
  • Implemented NRC via tiny-cuda-nn with bidirectional and photon-driven (Photon-NRC) training
BiNRC teaser

nBounce

Personal real-time path tracer with software BVH construction and traversal.
  • Written in Rust and wgpu
  • SAH-based BVH construction, Owen-scrambled RQMC sampling, VNDF importance sampling
nBounce real-time path tracer teaser

Stable Real-Time Simulation of Mesoscopic Glints

Computer Graphics Lab, part of my B.Sc. in Computer Science.
  • Implemented the discrete stochastic microfacet model from "Real-Time Rendering of Glinty Appearances Using Distributed Binomial Laws on Anisotropic Grids" by Thomas Deliot and Laurent Belcour
Mesoscopic glints simulation teaser

gltemplate

OpenGL 4.6 framework developed for CG exercises.
  • Written in C++ and CMake, RAII-based resource management, texture/mesh loading utilities
gltemplate OpenGL framework teaser

Others

bevy_trail

Work-in-progress bevy plugin for high-performance GPU-based trails in wgpu.

P2P Multiplayer Game

Working on a Python-moddable P2P-multiplayer card game in Rust using bevy.

monarch-tree

Procedural tree and butterfly-swarm animation for the course "Introduction to Computer Graphics"
  • Growing the tree with a self-devised model that steers branches using boids-like forces (up, spread, forward, noise).
Monarch tree procedural simulation teaser

Skills

Languages

APIs

Research Interests

Spoken Languages

Tools

B&W Converter

Hardware-accelerated luminance-preserving black & white conversion.
Black & white converter teaser