Hi! I'm Moritz 👋
Graphics Programmer · Game Developer
I build rendering systems and research ray tracing. In my spare time, I develop and play games. When I'm not coding, I'm either doing sports or strumming the guitar.
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âī¸ VexEngine - Custom Rendering Engine
February 13, 2026 (ongoing) A C++ graphics engine built from scratch â path tracing, Cook-Torrance GGX, dual OpenGL/Vulkan backend, BVH acceleration, denoising and a full editor UI.
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đšī¸ Global Game Jam 2026
February 2, 2026 I took part in the Global Game Jam 2026 in Freiburg, Germany!
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đ About this site
January 10, 2026 I finally built my own website!
Published research on ray tracing memory optimization. Developed custom rendering engine with ray/path tracing support. Supervised Bachelor/Master theses and organized Computer Graphics lectures/exercises.
Specialization: Computer Graphics & AI. Exchange semester at Chalmers University, Gothenburg, Sweden (2018-2019).
Tested gameplay functionality and quest systems across multiple MMO titles. Collaborated with dev teams on quality standards and bug resolution.
Mentored CS students in programming and algorithms.
Studienstiftung des deutschen Volkes scholarship recipient (2018-2021).
At KIT I maintained programming frameworks and ran exercises for three Computer Graphics courses, and supervised Bachelor's and Master's theses — mostly on acceleration structures, GPU rendering, and global illumination.
Courses & Frameworks
Maintained a GUI framework for the photorealistic rendering course covering path tracing, photon mapping, microfacet BRDFs, sampling strategies, Next Event Estimation, and Multiple Importance Sampling.
Maintained a GUI framework for the advanced course covering numerical integration, microfacet models, path tracing, GPU matrix multiplication, signed distance fields, quaternions, and animation.
Maintained a student-facing GUI framework covering ray tracing, Monte Carlo methods, BVH construction, textures, shadow mapping, and shaders. Students implement each feature step by step.
Supervised students across three lab course modules: GPGPU, GPU Computing, and Graphics & Game Development.
Master's Theses
- Advanced Radiance Cascades (2026)
- Energy-Efficient Rendering (2026)
Bachelor's Theses
- Evaluating Compressed Wide BVH Traversal on the GPU (2025)
- Advanced Interval Shading for Volume Rendering Using Mesh Shaders (2024/25)
- Berechnung von Bounding Volume Hierarchies durch neuronale Netze (2024)
- Efficient Dual-Split Trees (2023/24)
- Erweitertes Interaktives Terrain Authoring mit Vegetation (2023)
- Efficient Heuristics for Wide Bounding Volume Hierarchies (2023)
- Simulation of Real Regreening Projects (2022)