Jamorn Sriwasansak (จามร ศรีวสันต์ศักดิ์)

I am a graphics engineer at Polyphony Digital. Previously, I was a graduate student under the supervision of Professor Toshiya Hachisuka at The University of Tokyo. My lifelong goal is to see the boundaries of graphics fidelity.

You can download my resume here



Efficient Energy-Compensated VPLs using Photon Splatting (Presented at i3D 2018)

Proceedings of the ACM on Computer Graphics and Interactive Techniques 1.1 (2018), p. 16

Fun Projects

Smile Viewer

A WebGL viewer and editor for dental applications. The final product is used by DigiPro Smile Co., Ltd. (might need an account.)


A physically-based renderer implemented with Vulkan. Its pathtracer and ambient occlusion integrators utilize recently released Vulkan raytracing API.

Brasstower - a Physics Engine

A CUDA and OpenGL implementation(from scratch) based on unified particle physics~[Macklin et al. 2014]. It supports rigid bodies, ropes, clothes, fluid and deformable bodies.

J23 - a Photorealistic WebGL viewer

Photorealistic PBR renderer with very cheap computational budget on WebGL. It supports PCF shadow, depth peeling OIT, SSAO, and DOF. The final product was used by Lumio3D.


The application automatically generate verilog codes from handdrawn design. While the application is based on OpenCV framework, all core algorithms are implemented from scratch.

Buddy Fighter

A nonsense game created @GlobalGameJam with the mechanism of QWOP + street fighter. We called it buddy fighters because you need at least 2 players to control 1 character. (1 key = 1 joint movement) Disclaimer: The game is very silly but all of my friends love it so I decided to keep it here as a memento.


Build the creation of your own choices with bricks and render the final image. In this project, we implemented OpenGL brick editor and PovRay plugin so we can render any arbitarily block structure. We called it Zego to avoid any legal issues. This is my first ever Computer Graphics application.

Robust THAW

The project's objective is to replicate THAW. Unlike original, ours can be used with cheap cameras and cheap displays. The project was implemented as Unity3D plugin.