All Posts
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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.
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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.
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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.
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Kalman Filter
Implementation of a Kalman filter in Unity to filter noisy velocity data from a car simulation.
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FSM Character Controller
Examines the role of finite state machines in game development through an implementation of a character movement system.
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Screen Space Outlines
Building on a Unity screen space outline effect by improving edge detection and implementing Temporal Anti-Aliasing.
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Markov Decision Process & QLearning
Explores a simple implementation of Q-Learning
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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.
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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.