Optimisations for Real-Time Volumetric Cloudscapes

Unity, C#, HLSL | 2016

In 2016 I completed a summer internship with Studio Gobo. As part of the internship, I worked on implementing a cloud rendering system based on volumetric ray-marching. The project was implemented in Unity Engine using both C# and HLSL shaders.

I also helped produce a short report about some of the optimisations we investigated to allow such a system to run in real-time.