
Deferred Render Pipeline
Custom scriptable render pipeline and shader library for Unity
Volumetric fog, raytracing, deferred rendering, GI, compute, lots of voxels and even more shaders



Introduction and testing of a custom octree raytracing algorithm to be able to handle high variance within a production dataset from Horizon Zero Dawn






Volume pathtracing optimizations for rendering on low-end AR hardware

Echo effect case study for Tom Clancy's The Division. Part of a course lectured at university

Interior mapping case study for Marvel's Spiderman. Part of a course lectured at university

Automated mesh decimation, billboard baking and rendering





