Moritz Grauer
Graphics Programmer · Game Developer · Researcher
about
I build rendering systems and games, with a focus on GPU acceleration structures and global illumination. I spent four years as a researcher and teaching associate at KIT, supervising nine theses and teaching courses on photorealistic rendering and computer graphics. I now work part-time in product development at mitarbyte and keep building my own path-tracing engine and games alongside, including regular game jams.
experience
Part-time since Oct 2026, product development and delivery of an AI operating system for property management companies: rollout concepts, roles and permissions, agent workspaces. Before that, freelance coach running its four-week client onboarding programme.
Building games and a custom path-tracing engine, regular game jams.
Research on ray tracing acceleration structures (BVH with binned SAH), GPU rendering pipelines, and global illumination. Teaching associate for Photorealistic Image Synthesis, Computer Graphics, and Computer Graphics 2. Supervised 9 theses on topics including wide BVH traversal on GPU, mesh shader volume rendering, and neural BVH construction.
Quality assurance for live online games. Bug tracking, test case documentation, and cross-team coordination for release validation.
Led exercise sessions for undergraduate programming courses. Graded assignments and held office hours.
education
Focus on computer graphics and high-performance computing. Exchange semester at Chalmers University of Technology, Gothenburg.
★ Studienstiftung des deutschen Volkes scholarship
publications
Reduces memory bandwidth in ray tracing by combining quantized BVH structures with ray stream traversal.
teaching
selected projects
Custom C++ rendering engine with dual OpenGL/Vulkan backends. Progressive CPU and GPU path tracing with hardware ray tracing, Cook-Torrance GGX PBR materials, BVH with binned SAH, NEE and MIS light sampling, post-processing pipeline (tonemapping, bloom), and a full dockable editor UI.
game jams