julcs

computer graphics · neural rendering · real-time gi

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Julian C. Stamm
Email:moc.scluj@liamLocation:Cologne, GermanyWebsite:https://julcs.com

Education

University of Bonn

  • Focus on Real-Time GI, Neural Rendering and Machine Learning. Expected graduation in September 2027.

Projects

tsnn

Slang-native neural density estimation using Slang's auto-differentiation.
  • Implemented neural spline flows, mixture models, hash grid encodings, MLPs, Adam and AdamW
  • Uses cooperative vectors and kernel fusion for training, optimization and inference
  • Achieves 1.42× the GPU inference throughput of tiny-cuda-nn JIT in image compression (512 × 512, RTX 5070 Ti)
  • Written for my lab on real-time neural path guiding [slides] [report]
tsnn neural network library teaser

Lab: Towards Real-Time Neural Path Guiding

Explored current state and real-time applicability of neural path guiding using Slang [report] [slides]

PhotonNRC

Falcor implementation of the poster "Photon-Driven Neural Radiance Caching".
  • Implemented SPPM with hardware-accelerated inverse radius search and stochastic accumulation
  • Implemented NRC via tiny-cuda-nn and SPPC training
PhotonNRC teaser

BiNRC

OptiX implementation of my Bachelor's thesis.
  • Built a path tracer with MIS, NEE, Disney principled BSDF, Owen-scrambled RQMC sampling and VNDF importance sampling
  • Implemented SPPM and NRC via tiny-cuda-nn with bidirectional and photon-driven training
BiNRC teaser

nBounce

Personal path tracer written in Rust and wgpu.
  • SAH-based BVH construction and traversal, Owen-scrambled RQMC sampling and VNDF importance sampling
nBounce real-time path tracer teaser

Real-Time Glints

  • Implemented the discrete stochastic microfacet model by Deliot and Belcour in OpenGL 4.6
Mesoscopic glints simulation teaser

gltemplate

OpenGL 4.6 framework developed for CG exercises.
  • Written in C++ and CMake, RAII-based resource management, texture/mesh loading utilities
gltemplate OpenGL framework teaser

Experience

Teaching Assistant for "Introduction to Computer Graphics"

  • Developed and maintained gltemplate, an OpenGL 4.6, C++, CMake framework with RAII-based resource management used in the exercises and animation competition
  • Held weekly tutorials on rasterization, ray tracing, BSDFs, splines, etc.
  • Assisted in creating exercises and exams

Teaching Assistant for "Foundations of 4D/6D Object Capture for Virtual Environments"

  • Held daily block tutorials on NeRFs, IK, 3DGS, differentiable rendering, etc.

Software Developer

Developed a Python-based CAN bus logging tool on Raspberry Pi with automated email reports.

Skills

Programming

Graphics & ML

Tools & Platforms

Research Interests

Languages

Others

bevy_trail

Work-in-progress bevy plugin for GPU-based trails in wgpu.
bevy_trail teaser

P2P Multiplayer Game

Working on a Python-moddable P2P-multiplayer card game in Rust using bevy.

monarch-tree

Procedural tree and butterfly-swarm animation for the course "Introduction to Computer Graphics"
  • Growing the tree with a self-devised model that steers branches using boids-like forces (up, spread, forward, noise).
Monarch tree procedural simulation teaser

Tools

B&W Converter

Hardware-accelerated luminance-preserving black & white conversion.
Black & white converter teaser