hello there people

hello there people

i'm chiranjiv singh malhi

i'm chiranjiv singh

malhi

I build graphics, simulations & digital worlds.

I build graphics, simulations & digital worlds.

MSCS @ Georgia Tech

MSCS @ Georgia Tech

demo reel

demo reel

projects

projects

Computer graphics

Computer graphics

Fluid Simulation

Developed a Smoothed Particle Hydrodynamics (SPH) fluid simulator, evolving from a CPU-based 2D implementation to GPU-accelerated 2D and 3D simulations using Unity Compute Shaders and HLSL. Implemented particle-based density, pressure, force calculations, and integration, with ray-marched surface rendering to visualize the fluid.

C# | HLSL | Particle Simulation | Compute Shaders | Ray Marching

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Fluid Simulation

Developed a Smoothed Particle Hydrodynamics (SPH) fluid simulator, evolving from a CPU-based 2D implementation to GPU-accelerated 2D and 3D simulations using Unity Compute Shaders and HLSL. Implemented particle-based density, pressure, force calculations, and integration, with ray-marched surface rendering to visualize the fluid.

C# | HLSL | Particle Simulation | Compute Shaders | Ray Marching

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CUDA Raytracer

Developed a GPU-accelerated raytracer in CUDA by parallelizing ray generation and intersection calculations across pixels. Implemented multiple material types, including Lambertian, metallic, and dielectric surfaces, with reflection, refraction, and Schlick-based reflectance to render realistic scenes.

C++ | OpenGL | CUDA | GPU Raytracing | CUDA Programming

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CUDA Raytracer

Developed a GPU-accelerated raytracer in CUDA by parallelizing ray generation and intersection calculations across pixels. Implemented multiple material types, including Lambertian, metallic, and dielectric surfaces, with reflection, refraction, and Schlick-based reflectance to render realistic scenes.

C++ | OpenGL | CUDA | GPU Raytracing | CUDA Programming

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Procedural Tree Generator

Created a procedural plant generation system in Unity using C#, simulating tree growth through orthotropic and plagiotropic growth models. Generated custom branch meshes and foliage with configurable branching, varied structures, and UV mapping, exploring how growth rules can produce diverse natural forms.

Made for CS 8803 : Procedural Content Generation @ GaTech

C# | Procedural Generator | Mesh Generator

Procedural Tree Generator

Created a procedural plant generation system in Unity using C#, simulating tree growth through orthotropic and plagiotropic growth models. Generated custom branch meshes and foliage with configurable branching, varied structures, and UV mapping, exploring how growth rules can produce diverse natural forms.

Made for CS 8803 : Procedural Content Generation @ GaTech

C# | Procedural Generator | Mesh Generator

Rasterizer

Built a real-time 3D renderer in C++ and OpenGL, implementing GLSL shaders, geometric transformations, depth testing, and back-face culling. Developed a mesh and material pipeline with Assimp, supporting diffuse and specular textures, normal mapping, directional lighting, and interactive camera controls.

C++ | OpenGL | Real - Time Rendering | Shader Programming | GLSL

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Rasterizer

Built a real-time 3D renderer in C++ and OpenGL, implementing GLSL shaders, geometric transformations, depth testing, and back-face culling. Developed a mesh and material pipeline with Assimp, supporting diffuse and specular textures, normal mapping, directional lighting, and interactive camera controls.

C++ | OpenGL | Real - Time Rendering | Shader Programming | GLSL

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Maya Texture-to-Material Tool

Developed a Python tool for Autodesk Maya that automates material creation and texture mapping using Arnold's aiStandardSurface shader. The tool detects texture types from filenames and automatically connects base color, metallic, roughness, and normal maps to their corresponding shader attributes, streamlining the material setup workflow.

Python | Autodesk Maya | Arnold Renderer

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Maya Texture-to-Material Tool

Developed a Python tool for Autodesk Maya that automates material creation and texture mapping using Arnold's aiStandardSurface shader. The tool detects texture types from filenames and automatically connects base color, metallic, roughness, and normal maps to their corresponding shader attributes, streamlining the material setup workflow.

Python | Autodesk Maya | Arnold Renderer

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Procedural Dungeon Generator

A procedural dungeon generation system built in Unity using C#, designed to create unique dungeon layouts through algorithmic room placement and connectivity. Implements a grid-based approach to generate rooms, connect them with hallways, and construct walls, with graph-based connectivity to create navigable dungeon layouts.

Made for CS 8803 : Procedural Content Generation @ GaTech

C# | Procedural Generator | Graph Algorithms

Procedural Dungeon Generator

A procedural dungeon generation system built in Unity using C#, designed to create unique dungeon layouts through algorithmic room placement and connectivity. Implements a grid-based approach to generate rooms, connect them with hallways, and construct walls, with graph-based connectivity to create navigable dungeon layouts.

Made for CS 8803 : Procedural Content Generation @ GaTech

C# | Procedural Generator | Graph Algorithms

3D modeling

3D modeling

Destroyed Lab

A 3D environment featuring a ruined laboratory, combining environmental modeling, texturing, lighting, and atmospheric effects.

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Taj Mahal

A 3D recreation of the Taj Mahal, focusing on architectural modeling, texturing, lighting, and environmental composition.

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Night Fury

A 3D character model of the Night Fury dragon, focusing on sculpting, detailing, and material creation.

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Cartoon Turtle

A stylized 3D turtle featuring organic modeling, material design, and a beach environment.

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Railway Station

A detailed 3D recreation of an Indian railway station, featuring architectural modeling and realistic texturing.

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Stormtrooper

A 3D Stormtrooper character model focusing on hard-surface modeling, armor detailing, and materials.

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Bedroom

A 3D bedroom interior showcasing furniture modeling, material texturing, lighting, and interior composition.

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Voldemort’s Wand

A 3D prop recreation of Voldemort's wand, focusing on detailed modeling, surface materials, and presentation.

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UX design

UX design

Cavani

A legal case-management platform designed to help lawyers manage cases, track proceedings, organize client information, and handle legal documents through an intuitive dashboard.

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Eatree

Designed and built a responsive landing website for Eatree in Framer, focusing on visual branding, typography, and layout, with interactive elements and animations optimized for desktop and mobile.

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Game development

Game development

Mutant Mayhem

A third-person shooter developed in Unreal Engine using Blueprints, featuring custom gameplay mechanics, environments, and visual effects. Created 3D assets using Maya, ZBrush, and Substance Painter, integrating custom models, materials, and particle effects into a playable experience.

Unreal Engine | Blueprints | C++

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Mutant Mayhem

A third-person shooter developed in Unreal Engine using Blueprints, featuring custom gameplay mechanics, environments, and visual effects. Created 3D assets using Maya, ZBrush, and Substance Painter, integrating custom models, materials, and particle effects into a playable experience.

Unreal Engine | Blueprints | C++

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about

about

Hi! I’m Chiranjiv, a MS CS student at Georgia Tech with a deep passion for 3D graphics, game development, and interactive design. I love exploring the intersection of technology and art.


Alongside my passion for 3D design and game development, I’ve explored UX design and software development, which has broadened my perspective on how creativity and technology combine to shape meaningful experiences.


When I’m not designing or coding, you’ll probably find me watching films, always inspired by storytelling and visual worlds on screen.

Hi! I'm a final-year student at Thapar Institute of Engineering and Technology, pursuing computer science engineering. My interests span across 3D design, frontend design, and game design & development.


I'm passionate about creating visually compelling environments, characters, and game assets, continuously exploring new techniques and tools to bring my artistic visions to life.


I work extensively with Maya, Unreal Engine, Substance Painter, Substance Designer, and ZBrush, ensuring the highest quality in my creations.


tools & tech

C++

C#

Python

OpenGL

ReactJS

NextJS

Java

HTML/CSS

Typescript

SQL

experience

experience

Jul 2025 - Aug 2026

Optum

Software Developer

Working as a Full Stack Developer

with Java, Springboot and NextJS

Jan 2025 - Jul 2025

Vimo

UX Intern

Designed screens for both web and

mobile platforms for getInsured

Jul 2024 - Dec 2024

Canine Studio

UX Freelancer

Designed UI for various clients

using Figma and Framer

Jan 2022 - Jan 2023

CCS TIET

Core Member

3D Design, Social Media,

UI/UX Design, Hackathons

education

education

Georgia Institute of Technology

Thapar Institute of Engineering

and Technology

Aug 2026 - May 2028

MS Computer Science

Specialization - Computer Graphics

Thapar Institute of Engineering and Technology

Thapar Institute of Engineering

and Technology

Aug 2021 - Jun 2025

Computer Science Engineering

President Medal Winner

Computer Science Engineering

President Medal Winner

GPA - 9.98 / 10

GPA - 9.98 / 10

Amity International School

Apr 2018 - Jul 2021

Google Code-In Runner Up 2019

XII CBSE - 98%

X CBSE - 97.8%

Amity International School

Amity International School

Apr 2017 - Jul 2021

Google Code-In Runners Up 2019

X CBSE - 97.8%

XII CBSE - 98%

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get in touch

get in touch

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