About me


Karim Sayed

I am a passionate 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!

If you want to know more about me or my work, please feel free to contact me on my email.
I have two tailored resumes for you to download:

Experience

During my tenure at The Forge Interactive Inc., I had the opportunity to work on several high-impact features. This experience allowed me to enhance my troubleshooting and optimization skills, contributing to the company's project and my professional growth.
Here are some of my contributions to The Forge:

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 Beyond Engine, demonstrating my ability to independently drive the development and improvement of complex graphics engines. You can find the source code here.

This is Tensor, maintained by Senkii 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:

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


Rendering Techniques

Path Tracing
Path Tracing
DLSS
DLSS
RTXGI
RTXGI
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

Education

Multimedia University, Malaysia

Bachelor of Computer Science (Hons.) - Software Engineering Specialisation - 2021