julcs

computer science master’s student at the university of bonn, specializing in computer graphics, neural rendering and real-time gi.

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06/2026 - julcs

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

Publications

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 creation of exercises and exams
  • Developed and maintained 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tsnn (unpublished)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 with Slangs auto-differentiation.
  • Implementation of 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

PhotonNRC

Falcor implementation of my Bachelor Thesis "Bidirectional Neural Radiance Caching" and poster "Photon-Driven Neural Radiance Caching".
  • Hardware-accelerated SPPM implementation
  • NRC implementation using tiny-cuda-nn
  • Implementation of Photon-NRC

BiNRC

OptiX implementation of my Bachelor Thesis "Bidirectional Neural Radiance Caching".
  • Hardware-accelerated SPPM implementation
  • NRC implementation using tiny-cuda-nn
  • Unbiased path tracer with MIS and NEE
  • Implementation of basic Disney principled BSDF
  • Implementation of Photon-NRC

nBounce

Self-educational real-time path tracer with software BVH construction and traversal.
  • Written in Rust and wgpu

Stable Real-Time Simulation of Mesoscopic Glints

Computer Graphics Lab as part of the B.Sc. Computer Science.
  • Implementation of 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

gltemplate

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

Others

bevy_trail

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.

Skills

Languages

APIs

Research Interests

Spoken Languages