„Next steps to immersion in VR”
Polish Conference on Computer Games Development, Gdansk 2014

„Beyound Real Sense – The Future without monitors with Virtual Working Environment”
Intel, Tech Summit / Tech Leadership Day, 2014

„Game Engine Development in Polish Game Industry”
AGH, Krakow 2013

„Next-Gen Games means Next-Gen Graphics”
University of Warsaw, Warsaw 2013

„Everything you wanted to know about porting engine to Android..  ..but were too afraid to ask!”
GameDay, Sosnowiec 2012

„Think like Game Developer, into future with Tessellation!”
Intel Software Professionals Conference, Gdansk 2011

„Tessellation – from developer to shader assembly”
Intel, Gdansk 2011

„Multithreaded rendering using OpenGL in Task Pooled Environment”
Polish Conference on Computer Games Development, Gdansk 2011

„Hex based texture splatting for procedural terrain generation”
Game Developers Convention, Gdansk 2010

„Implementation of Hybrid Real-Time Mesh Refinement algorithm”
VII National Conference on Engineering of Computer Games, Siedlce 2010

„Comparision of spherical terrain visualization methods”
Master Thesis, Gdansk 2010

„Rendering Planets in Real Time”
VI National Conference on Engineering of Computer Games, Siedlce 2009

 

Patents

 

(WO2016007027) METHOD AND APPARATUS FOR UPDATING A SHADER PROGRAM BASED ON CURRENT STATE
Intel, 2014-2017

 

Specifications

Metal API – Resource Heaps (iOS and macOS)
Co-author, Apple, 2016

Metal API – Memoryless Render Targets (iOS)
Co-author, Apple, 2016

OpenGL ES 3.1 API
Contributed on behalf of Intel, KHRONOS 2014

OpenGL 4.4 Core API
Contributed on behalf of Intel, KHRONOS 2013

 

Courses

 

„OpenGL & GLSL – From OpenGL 1.0 to 4.5 with examples”
Intel, Gdansk 2014

„Introduction to Game Consoles Hardware and Computer Graphics”
GameDev School, Warsaw 2014

„Introduction to Computer Architecture”
„Introduction to 2D & 3D Graphics”
Digital Frontier, Warsaw 2013

 

Books Reviewed

 

SFML Game Development
Gdansk, 2013