About me


Karim Sayed

I am a passionate 24 years old rendering engineer hailing from Egypt, with a deep-seated love for realistic and physically based graphics.

My love for realistic computer graphics led me to learn 3D modeling and sculpting before university. However, my interest took a turn towards programming when my journey in the field of computer science began at Multimedia University in Malaysia, where I earned my bachelor's degree in computer science in 2021. Since then, I have been relentlessly exploring new techniques and technologies that push the boundaries of visual quality and performance.

The thrill of working on challenging rendering techniques and the satisfaction of seeing them come to life is what drives me. I am always on the lookout for opportunities to learn new skills and enhance my existing ones. My passion lies in creating graphics that are not just visually appealing, but also grounded in realism, offering a truly immersive experience. Also, I love cornell boxes!

Currently, I'm exploring new frontiers in rendering technology with my private fork of the Hazel Engine, integrating cutting-edge techniques like RTXGI and developing a path tracer based on Vulkan hardware ray tracing. I'm always looking for opportunities to learn, grow, and make a meaningful impact in the field of rendering engineering.

If you want to know more about me or my work, please feel free to contact me.
You can also download my resume from here.

Experience

Alright, let's dive into my journey in the world of rendering engineering. It all started when I was working on my final year project which was a rendering engine. Since then, it's been all about pushing the boundaries of visual quality and performance.

After completing my military service, I continued to apply and expand my skills in graphics programming focusing on real-time ray tracing by working on a forked version of the Hazel Engine. In this independent project, I have:

These enhancements have further expanded the capabilities of the Hazel Engine, demonstrating my ability to independently drive the development and improvement of complex graphics engines.

During my mandatory military service year, I worked on Tensor, a propriatary fork of the Hazel Engine maintained by Sensor Foundries Inc. I was able to spend a week (holiday from military service) every 2 weeks spent at my militray unit. Despite the constraints, I was able to make substantial contributions to Tensor:

These features not only improved the visual quality and realism of the Tensor engine but also demonstrated my ability to work effectively under challenging conditions.

As a volunteer rendering engineer for the Hazel Engine , I contributed to the development of a powerful 3D game engine. My primary responsibilities included:

My work on these features helped to enhance the engine's rendering capabilities and improve the overall visual quality of games developed using Hazel.

As a final year project student, I built my own rendering engine called Beyond. My primary acheivements were simple and they included:

My work on these features helped to enhance the engine's rendering capabilities.


Rendering Techniques

RTXGI
RTXGI
Path Tracing
Path Tracing
BCn Texture Compression
XeGTAO
BCn Texture Compression
BCn Compression
SSR
SSR with Cone Tracing
Area Lights
LTC Area Lights
OIT
Weighted Blended OIT
Planar Reflections
Planar Reflections