Z-Emotion
- Babylon
- AWS
- SQL
- Nest.js
- React
- Typescript
- Bash
- WebGL
- C++
- C#
- OpenGL
Senior Software Engineer
Hi there! I'm Taemin Hong. I'm a software engineer with over a decade of experience developing high-performance 3D applications and one year of back-end development experience.
I've worked on a variety of projects, including an online sofa configurator, a digital clothing editor, VR training simulators, 3D modeling tools, texture editors and so on. My expertise includes C++, C#, OpenGL, WebGL, Unity, TypeScript, React, AWS, and more.
In my free time, I explore open-source projects and customize tools like Emacs. I also enjoy reading books or articles that offer insights into software development. Outside the digital realm, I love hiking and drawing.
Light is absorbed as it travels through a transparent medium. Thinner parts transmit light with less color shift, while the thicker parts absorb more. This demo shows how the absorption changes based on thickness.
Rendering realistic water is challenging, especially in real-time. This demo showcases plausible ocean waves using a relatively simple mathematical model.
In real-time rendering, correctly rendering multiple layers of transparency is not simple. This demo demonstrates how to achieve this using the Depth Peeling technique.
Physically Based Rendering is a standard technique in the modern real-time rendering world, but it requires a deeper understanding of 3D rendering and some math. This demo shows a basic implementation of PBR with WebGL.