- Created Clustered Shading using Compute Shader, which helps optimize a scene with a large number of lights 
- Utilized Vulkan synchronization allows GPU to render and present separately to reduce wait time on the host 
- Created a GPU particle system that computes millions of particles synchronously with the graphics pass 
- Implemented Parallax Occlusion using pyramidal displacement to improve depth illusion on the flat surface 
- Added real-time raytracing mode using the Monte Carlo method to accumulate light data along the path 
- Improved the raytracing result by Denoising with De Boor’s algorithm to mitigate artifacts from randomness 
- Added Deferred Shading Pipeline to support a tremendous amount local lights with maximum efficiency