Дмитро
C++ developer
- Age:
- 19 years
- City of residence:
- Poltava
- Ready to work:
- Remote
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TORONCHENKO I'm an ordinary guy doing freelance on the side, building WebGL
graphics for the web. Alongside that I study GPU architecture and the
C++ / Graphics Engineer graphics pipeline. I'm building my own cross-platform RHI with Vulkan
and DirectX 12 support, and I use it to implement rendering techniques
— both complex and simple — such as god rays (ray marching),
CONTACT exponential fog, shadows, lighting, and more.
EMAIL EXPERIENCE
[
PHONE WebGL Specialist Feb 2026 – Present
[
• Create high-performance, interactive WebGL experiences to
GITHUB
enhance user engagement on websites.
github.com/f1oating
LINKEDIN Software Developer Mar 2025 – May 2025
[
LOCATION
• Designed and built complex, large-scale systems from the ground
Remote / relocation-ready up.
• Maintained and improved existing codebases, ensuring reliability,
scalability, and performance.
SKILLS
CORE
Web Developer Jan 2024 – Jul 2024
C++ (17/20), CMake, x86/x64, multithreading Aionys · Remote
• Built and maintained features for production web applications in a
GRAPHICS APIS
cross-functional team.
Vulkan, DirectX 12, DirectX 11, OpenGL
• Collaborated with designers and backend engineers; contributed to
TECHNOLOGIES code reviews and quality standards.
GLSL, HLSL, Slang, VMA, SPIRV-Reflect, volk,
SDL3 KEY PROJECTS
TOOLING
RenderDoc, NVIDIA Nsight, Visual Studio Mad-RHI — Cross-platform Rendering HW Interface
Graphics Debugger C++20 · Vulkan · DirectX 12 · Slang · SDL3 · CMake
github.com/f1oating/Mad-RHI
PLATFORMS
Windows, Linux (Clang); cross-platform CMake A rendering hardware interface (RHI) project. The RHI supports Vulkan
and DirectX 12 (in progress) and runs cross-platform.
LANGUAGES It also ships with an examples folder where I implement rendering
techniques and rendering infrastructure on top of the RHI — such as a
English (B2), Ukrainian (native), Russian (native) render graph, shader hot reload, and more.
Visit my LinkedIn and GitHub to see project showcases and the full
portfolio of WebGL and graphics work.
WORK SHOWCASE
Real-time rendering techniques implemented on top of my own cross-platform RHI (Mad-RHI), running through the
Vulkan backend.
God Rays
Volumetric light scattering rendered with ray marching, producing visible shafts of light (god rays) cast through the scene
geometry.
Directional Light Shadows
Real-time shadows cast by a directional light, with the occluder projecting onto the ground plane.
Exponential Fog
Distance-based exponential fog, gradually fading scene geometry into the background with increasing depth.
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