ONDREJ VANKA
Rasterization · Ray Tracing · Path Tracing · Real-time Graphics
Rasterization · Ray Tracing · Path Tracing · Real-time Graphics
I'm graphics programmer with 15+ years of professional experience. Driven by curiosity about how real-time and offline rendering work under the hood — the math, the algorithms, and the engineering that brings pixels to life.
It started with StarCraft editor — building custom maps, and continued GTK Radiant for Jedi Academy, LITECH D-Edit map making for AVP2. These tools revealed how game worlds are assembled and sparked the obsession of creating something similar on my own in the future. And that's how it all began.
Moved from level editing and game modding into Cinema 4D for 3D modeling & rendering. The desire to understand what happens behind the viewport led to writing my first C/C++ programs and exploring game SDK's. Also I was pretty obcessed by Doom 3 and StarCraft Ghost around that time. Which motivated me even more!
Built dozens of OpenGL samples according early NeHe tutorials that gradually merged into a primitive game engine — renderer. The point of no return into graphics programming. Also I realized that I have no interest in gameplay code. So I focused all my efforts on the engine architecture and graphics side of things and never looked back since then.
Turned the hobby into a career — engine architecture, render back-ends, shader pipelines, tool chains. Over 15 years of shipping real-time graphics at production scale.
Currently exploring GPU accelerators, NPUs, and the low-level stack for ML / LLM / AI — where decades of graphics hardware knowledge meets the next wave of computing.
CUDA path-tracing renderer bolted onto the Doom 3 engine (dhewm3 fork). Real-time GI experiments on id Tech 4.
Game jam entry — 48h prototype built from scratch with the renderwaves team.
Utility scripts & scene setups for Cinema 4D — Python, Xpresso, Coffee Script tooling.
Cinema 4D scenes created between 2007–2016. Personal 3D artwork and rendering experiments.