Tony Adriansen


CS @ UW-Madison

I’m a software and computer graphics enthusiast studying computer science at UW-Madison. I interned at Capital One summer 2024. I’m interested in 3D rendering and high performance computing, though I’ve spent much time with full-stack web development as well.

Below are some of the projects I’ve worked on. All of my source code can be found on my Github. Also feel free to peruse my blog.

TCraft Voxel Engine

A revamped Minecraft-style voxel engine written in C++ and OpenGL 4.6. It features an indirect rendering pipeline to reduce driver overhead, compute shader frustum culling and various rendering optmizations, block and terrain custumization (and building and mining them), and multithreaded terrain generation and meshing.

TCraft Building

CubeChron

A speed-cubing application that allows users to track solves and statistics both offline and online. Frontend built with React.js, TypeScript and IndexedDB for offline storage. Backend wrtten in Go. This ia a rebuild of a previous iteration that used Next.js and GraphQL. Source Code

CubeChron - Speedcubing timer

OpenGL 4.6 Engine

A engine using C++ targeting OpenGL 4.6. I've focused on more modern techniques including direct state access, bindless textures, and AZDO (Approaching Zero Driver Overhead) techniques to optimize performance and reduce graphics driver overhead. It is very much a work in progress, but here are a few early pictures illustrating a PBR shader and basic shadow mapping.

4.6 Renderer Picture 1 4.6 Renderer Picture 2

OpenGL 4.1 Renderer

Video Demo

An early attempt at a 3D renderer using C++ and OpenGL. Began as a personal project and expanded into an extra project for Computer Graphics at UW-Madison (CS559).

Renderer Picture 1 Renderer Picture 2

OpenGL 4.1 Voxel Engine

My first attempt at a voxel engine with optimized meshing, per-voxel ambient occlusion, and Minecraft-style lighting. My first significant project with C++ and OpenGL.

CPU Raytrace 1

CPU Raytracer

A learning experience using the Ray Tracing in One Weekend series. I Hope to revisit ray tracing to learn more advanced techniques and implement a voxel-based ray tracer.

CPU Raytrace 1