Moritz Grauer

Graphics Programmer · Game Developer · Researcher

I build rendering systems and research ray tracing, with a focus on GPU acceleration structures and global illumination. Four years as a researcher and teaching associate at KIT, supervising nine theses and teaching courses on photorealistic rendering and computer graphics. Outside of research I participate in game jams and develop my own path-tracing engine.

Computer Graphics Researcher @ KIT

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.

QA Engineer @ Gameforge

Quality assurance for live online games. Bug tracking, test case documentation, and cross-team coordination for release validation.

Programming Tutor @ KIT

Led exercise sessions for undergraduate programming courses. Graded assignments and held office hours.

M.Sc. Informatics

Focus on computer graphics and high-performance computing. Exchange semester at Chalmers University of Technology, Gothenburg.

B.Sc. Informatics

★ Studienstiftung des deutschen Volkes scholarship

Photorealistic Image Synthesis
S'22 · S'23 · W'24/25
Computer Graphics 2
S'24 · S'25
Computer Graphics
W'22/23 · W'25/26
Lab Course Supervision
W'23/24

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.

Necrocure itch.io ↗

Mini Jame Gam #55 entry. Alien abduction action minigame built in 58 hours. Handled all programming, VFX, and UI; created with one collaborator handling art and audio.

Quack 3 ggj ↗

Global Game Jam 2026 entry. Fast-paced FPS arena shooter developed over 48 hours in a team of three, with all art and audio created on-site during the jam.