Variable Rate
Ray Tracer
Master Thesis
Object Space
Shading in Unity
Bachelor Thesis
MiMeMal
Mixed AR Museum
Mow It
Android Game
Voxilla
Seminar Project
The Royal
Game of Ur
Game AI
Raytracer
University Project
Boids
Swarm AI
Gopnik
Simulator
Game Jam
Modlike
Game Jam
Pixel Bullets
Multiplayer Game
Dope AF
AR Shooter
Floppy Bird
Mini Game
Sudoku Solver
Python Project
Huffman Code
Assembly Project
Sneaky Fox
First Semester
Project
The Robbit
Early Prototype
Friendly Zombie
Early Prototype
Taro
Highschool Project
Snake
Beginner Project
UFO
First Game
Language: C++/Vulkan/Python/LaTeX   Date: 2021   Contributers: Tim Kaiser
Goal of this thesis was to evaluate the usage of NVIDIA Variable Rate Shading (VRS) for RTX Ray Tracing applications. This Thesis did not use a hybrid deferred renderer/ ray tracer like many papers. Instead, a pure Ray Tracer was implemented. Four methodes of Varing the shading rate were tried:
Furthermore different luminance based metrics for calculating the shading rate were evaluated.
Language: Unity3D/C#/ShaderLab/Python/LaTeX   Date: 2019   Contributers: Tim Kaiser
This is project I made for my Bachelor Thesis. It's a relatively new rendering technique in real-time graphics. Standard approaches like Forward or Deferred Rendering shade objects during or after rasterization. Object Space Shading, on the other hand, shades objects before rasterization and stores the results in textures. This has multiple benefits: The biggest advantage is that it enables the render pipeline to reuse shading results. This can mean reusing them between consecutive frames or between multiple cameras in one scene, which can be used to increase performance. Object Space also gets rid of some of the visual artifacts caused by anti-aliasing, which is why similar techniques are already in use for CGI movies.
The Object Space Shading render pipeline goes through multiple stages:
Language: Unity3D/C#/ShaderLab   Date: 2019   Contributers: Annalena Ulschmid, Elisabeth Fraberger, Jonathan Borowski, Tim Kaiser
More and more museums attempt to increase their visitor numbers by combining antique art with modern technology. Doing so offers visitors new ways to interact with the exhibition. This project aims to develop an application that allows the user to digitally repaint a statue in the Museum für Abgüsse Klassischer Bildwerke in Munich. The results are then projected onto the actual statue using projective AR.
Language: Unity3D/C#/Python   Date: 2018   Contributers: Tim Kaiser
This project came to life as part of the course "Von der Idee zum Produkt", where we had to develope a game for the generation 50+. My focus were people who do not have much experience with video games yet. I therefore tried to make this game as intuitive as possible. That's why it is intended to be played on tablets or smartphones.
This game is a puzzlegame where you control a lawnmower that can only drive in one of four directions. The lawnmower only stops once it hits an obstacle or the edge of the level.

Language: Java   Date: 2018   Contributers: Tim Kaiser
In this project I made an AI that can play "The Royal Game of Ur", an 5000 years old mesopotamian game.
This AI uses a utility function based on 15 weighted factors to find the optimal move. The factor weights were determined by an evolutionary algorithm in a multi-hour test session.
Language: C++   Date: 2020   Contributers: Tim Kaiser
This raytracer is the result of a class held at the Technical University of Denmark. The framework was provided by the teacher, but the rest of the implementation had to be done by the students. The raytracer can handle both simple shapes and triangle meshes. It is not hardware accelerated.
Language: Java   Date: 2014   Contributers: Tim Kaiser, Mehmet Guel, Christoph Giebenhain
This game was created as contribution to a two week programming competition with the topic "multiplayer games". It's a local multiplayer shooter for 2-4 players in an adorable pixel style. It was created together with Mehmet Guel (@CodeMG) and Christoph Giebenhain (@Christ0). The game features 3 gamemodes, 3 maps and 7 diffrent weapons.
Languages: Unity3D, C#, Python   Date: 2020   Contributers: Lukas Goll, Evgenija Pavlova, Tim Kaiser, Maximilian Mayer
This game is the result of a Master Seminar at TU Munich in which we had to great a game with the theme "destruction". In it you play Godzilla that tries to destroy as much of the city as possible in as little time as possible. The more you destroy the bigger you grow, and the bigger you are the more you can destroy.
Language: Java   Date: 2019   Contributers: Tim Kaiser
This is a simple AI for a swarm of boids. Each boids follows three rules:
Language: Unity3D, C#   Date: 2019   Contributers: Anastasia Pomelova, Markus Klaus, Jana Hoffard, Tim Kaiser, Felix Stieglbauer, Xenia Chernikova, Mariia Iurtaeva
This game was created during the 48h Winter Semestergamejam 2019 The them was freeze.
It's a game full of russian stereotypes and memes. The player has to play a series of minigames to catchy russian music, such as a bear fight, putin catapult, a lada race and more. After each game you win vodka which stops you from freezing.
Language: Unity3D, C#   Date: 2014   Contributers: 'Asklios', Johannes 'Gerolmed', Niklas, Samuel 'Semmler'
Modlike is a new Rogue-like game where you pass through multiple levels. After each level you may choose a modificator. Modifcators contains both positive and negative effects increasing difficulty and helping you at the same time. Defeat enemies and master enemy units.
This project was created in the 48h Summer Semesteramejam 2020. For the first time, the game jam had to be held virtually, due to the Covid-19 pandemic. The theme was "modification".
Language: Unity3D/C#   Date: 2017   Contributers: Tim Kaiser, Marco Grasse, Mark Pilgrim, Polina Kazakova
Language: Java   Date: 2014   Contributers: Tim Kaiser
This Game is a clone of the app "Flappy Bird", that became popular in 2014. I made this just to prove that this app so easy to programm that even a high schooler could do that in his launch break.
Language: Python   Date: 2018   Contributers: Tim Kaiser
Language: Assembly   Date: 2016   Contributers: Tim Kaiser, Mehmet Gül, Nicolas Witter
The Huffman code is a lossless data compression algorithm. It encrypts input symbols with codes off various length depending on their frequency. This implementation was done in Assembly as part of a low-level programming lecture.
Language: Java   Date: 2014   Contributers: Tim Kaiser, Mehmet Guel, Christoph Giebenhain
Language: Java   Date: 2013   Contributers: Tim Kaiser
Language: Java   Date: 2014   Contributers: Tim Kaiser, Mehmet Guel, Christoph Giebenhain
This project was part of the highschool informatics class. We tried to make another Zelda: A Link too the past style RPG, this time with a caveman protagonist. This to remains unfinished. We managed to finish most of the mechanics, but underestimated the work that goes into Level Design.
Language: Java   Date: 2012   Contributers: Tim Kaiser
Language: Java   Date: 2012   Contributers: Tim Kaiser
Hi. I'm a Game Developer and Game Enthusiast. I'm about to finish my Masters in Informatics: Games Engineering at the Technical University of Munich, where I've already done my Bachelor. During my studies I tried to specialized in the field of Computer Graphics, but I'm
also interessted in all other fields of software development. Besides coding I like baking, travelling, D&D and arts and crafts. Check out my Instagram if you want to see more of my hobbies or go to my LinkedIn if you have a professional interest.
Angaben gemäß § 5 TMG
Tim Kaiser
Student der Technischen Universität München
Autor der Website:
Tim Kaiser
Wiesenweg 6a
87665 Mauerstetten
Germany
Kontakt: E-Mail: website@kaisertim.de
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Tim Kaiser
Website template: startbootstrap.com
Inspiration: mypoorbrain.com/
Game of Ur Picture from www.britishmuseum.org
Icons made by Freepik from www.flaticon.com