Hi, I'm Simon Moos. I am a programmer from Sweden interested in computer graphics and game engine programming. This website is my portfolio but also a place for me to just put various stuff.
I am currently doing graphics and engine programming at Hello Games. I previously worked at Creative Assembly on the cancelled game HYENAS.
If you want to see and hear more from me, follow me on X/Twitter, Bluesky, and GitHub:
April 2024A short guide on getting DirectX 12 Agility SDK & DirectXShaderCompiler (DXC) working nicely in a CMake project.
2020–presentMy long-running real-time rendering engine project with modern features such as bindless rendering, GPU-driven rendering, and ray tracing. Supports multiple graphics backends (Vulkan & D3D12).
2020A short post about my master's thesis. The thesis can be found here!
2018–2020My previous real-time rendering project (using C++ & OpenGL). The code isn't the prettiest since I have focused on flexibility instead of nice abstractions. However, it does have a lot of features & it generates quite nice images!
2019A basic Shadertoy example/template of 3D raymarching with materials that are somewhat physically based. Features include: multiple bounces and IBL for last bounce, multiple materials, and soft shadows.
2019A 2-player Chinese checkers game where you play against an AI. It's not very advanced, but it's still a pretty good opponent! Made by me and three others as a school project. The code is available here!
2018Bachelor thesis on said subject. Five other people and I implemented and evaluated three modern real-time global illumination techniques in WebGL 2.0. The thesis can be found here!
2017–2018A very basic CPU path tracer. It was mostly developed for the purpose of learning how it works, so in terms of performance & nice-to-have features not much has been done.
2017An old screen space ambient occlusion (SSAO) demo using the normal‑oriented hemisphere kernel method.
2017A simple interactive gravity based particle system simulation with 200 000 particles. Made in WebGL 2.0 using transform feedback.
Here are some other stuff & tools I've created. These are not very exciting, but they are (or have at some point been) useful for me, so maybe they can be useful for you too.
A tool for creating per-pixel image diffs between two images. Everything is adjustable, so it can be useful for some more complex tasks.
A distraction-free background to put on the screen when needed. Press 'r' to get a random pastel color, 1 through 9 for shades of gray, and 'f' to go fullscreen.
My (now quite outdated) resumé is available for download here. Contact information is available in the document.