Robust real-time rendering engine on DX11, DX12 with many advanced graphical features for quick prototyping
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Updated
Oct 19, 2025 - C++
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Robust real-time rendering engine on DX11, DX12 with many advanced graphical features for quick prototyping
Three.js procedural terrain generator with tile, infinite world, planet mode, volumetric clouds, realistic water and GLB export.
Modern cross-platform graphics engine written in C++
DirectX11 graphics engine
Open-source 3D Earth Engine built on Three.js for digital globes, digital twins, 3D maps โ terrain, 3D Tiles, atmosphere & clouds.
A Unity demo of real-time volumetric clouds using a variety of methods as described in other scholarly material.
Volumetric clouds in Bevy based on Horizon Zero Dawn
โ๏ธ Poking around with volumetric rendering in Unity.
Physically-based volumetric cloud rendering plugin for UE5 based on Nubis
A proof of concept renderer for NanoVDB in Unity 6
Vibecoded Universal Planetary Volumetric Cloud & Scattering Atmosphere
A hand-crafted flight simulator with simple air dynamic approximation and physic simulation.
A repo that contains code for Volumetric Clouds and Lighting in Unity3D's URP
NanoVDB renderer for my Master's Thesis evaluating noise and filters for temporal anti-aliasing
[homework] opengl scene rendering using on glad+glfw, showcases ray-marching/volumetric-cloud/shadow-mapping/procedural-terrain/deferred-rednering, includes custom gui widgets, gl function wrappers, shader examples, assimp imported models , etc
A Unity-based stealth bomber game blending strategic flight and combat. Utilizes Unity's High Definition Render Pipeline (HDRP) and Cinemachine, featuring realistic textures, volumetric clouds, and immersive audio. Developed with a focus on performance optimization and innovative solutions in graphics rendering and audio integration using C#.
๐ด๐A rainforest that isn't planted: it's computed. In a single ray-marching pass, this application makes mountains, fog, clouds, and thousands of trees bloom straight on the GPU โ with no 3D models and no texture files on disk.
Neural in-scattering for volumetric clouds in Unity 6 / URP, with the path traced reference that scores it. 13-16-16-3 network in plain HLSL, no compute shader, no ML runtime.
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