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YanbingXu/README.md

Hi there, I'm Yanbing Xu ๐Ÿ‘‹

Typing SVG


๐Ÿง‘โ€๐Ÿ’ป About Me

I'm a graphics engineer specializing in real-time rendering and global illumination. With a master's degree in Communication and Information Systems from NUAA, I focus on cutting-edge rendering techniques and their practical applications in game engines and simulation platforms.

  • ๐ŸŒŸ Expertise: Real-time ray tracing, GI algorithms, path tracing, denoising, and USD-based simulation
  • ๐Ÿ›  Tech Stack: C++ ยท Vulkan ยท DXR ยท OpenGL ยท Unreal Engine ยท Unity ยท OpenUSD
  • ๐Ÿ”ฌ Research Interests: Advanced rendering pipelines, simulation frameworks, and graphics-AI integration
  • ๐Ÿš€ Goal: Pushing visual quality boundaries through innovative rendering solutions

๐Ÿ›  Tech Stack


๐Ÿš€ Featured Projects

A high-performance real-time path tracing engine featuring:

  • DXR 1.0/1.1 support with multiple BVH implementations
  • SVGF denoising for noise reduction
  • Radiance caching techniques
  • Vulkan backend implementation

Optimized DDGI implementation for real-time applications:

  • Real-time global illumination solution
  • Vulkan-based rendering pipeline
  • High-performance probe management

USD-driven simulation framework with:

  • Hydra multi-renderer backend support
  • NVIDIA Isaac Sim compatibility
  • PhysX integration for physics simulation
  • Extensible architecture for various render delegates

DLSS-like super resolution solution featuring:

  • Custom temporal upscaling algorithm
  • UE plugin integration
  • Vulkan/Linux backend support
  • Performance optimization for real-time applications

๐Ÿ“ˆ GitHub Activity

GitHub Activity Graph


๐Ÿ“ซ Let's Connect

Email GitHub


๐Ÿ† Achievements

GitHub Trophies



Thanks for visiting! Have a great day! ๐Ÿ˜Š

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