All Posts

  • Physically-Based Sky & Cloud Rendering

    A real-time, physically-based sky and volumetric cloud rendering pipeline in Unity. Features include Temporal Anti-Aliasing Upsampling (TAAU), precomputed atmospheric LUTs, and a dynamic weather system capable of transitioning between diverse atmospheric conditions.

  • Garden Recall

    A Unity-based memory game developed as part of a research project. This project served as a case study for evaluating the effectiveness of AI in software development.

  • Galactic Heist Prototype

    Development process of Galactic Heist, a roguelike platformer, from its initial game design document and physical board game prototype to its digital prototype implementation in Unity.

  • Kalman Filter

    Implementation of a Kalman filter in Unity to filter noisy velocity data from a car simulation.

  • FSM Character Controller

    Examines the role of finite state machines in game development through an implementation of a character movement system.

  • Screen Space Outlines

    Building on a Unity screen space outline effect by improving edge detection and implementing Temporal Anti-Aliasing.

  • Markov Decision Process & QLearning

    Explores a simple implementation of Q-Learning

  • Parallax Mapping in an OpenGL Deferred Render Pipeline

    Implementing parallax mapping in an OpenGL deferred render pipeline, covering TBN matrix calculations, implementation challenges, and optimizations for improved visual quality.

  • Volumetric Rendering Real-Time Optimizations

    Implementing temporal reprojection, temporal anti-aliasing, and temporal upsampling to improve performance and visual quality in volumetric cloud and atmosphere rendering.