Fast, accurate reflections with parallax-corrected cubemaps

Unity, C#, HLSL | 2017

I completed this dissertation as part of my final year of undergraduate Computer Science at the University of Cambridge.

Fast and realistic rendering of reflective surfaces is a challenging problem in real-time 3D graphics. In this project I aimed to implement a number of existing approaches to the problem, as well as a new technique for rendering reflections using cubemaps and depth textures. I integrated these techniques into the Unity game engine, and evaluated their relative merits based on their performance and by classifying their limitations and failure cases.

The full dissertation is available in the Cambridge Computer Laboratory, and a version is also available to download here. I'll also post the source code online at some point.