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AugGIS

Internship at R&D Breda University lab, contributing to AugGIS (an XR multi-user app)

AugGIS

General information

First-semester internship at Cradle, the R&D lab at Breda University of Applied Sciences. I worked as a programmer on AugGIS - a multi-user mixed reality application on Meta Quest 3 that projects geospatial data (maritime zones, wave heights, region boundaries) into a shared physical space for stakeholder engagement.

Source code available on GitHub.

Personal contribution

Graphics optimization

  • Profiled the app using Meta’s RenderDoc fork; documented GPU bottlenecks (draw calls, overdraw, shadow pass, transparent materials)
  • Eliminated the shadow pass (~325 draw calls, ~30% rendering cost) and batched per-layer region and outline meshes from hundreds of draw calls down to 1–5
  • Researched and benchmarked alternative heatmap rendering techniques; implemented instanced-shape and heightmap visualization modes
  • Replaced the pixel-shader map ring and Shapes package UI elements with runtime-generated meshes (+15% FPS on the map ring alone)
  • Designed an artist-friendly model pipeline with a custom shader, eliminating multi-submesh draw call multiplication

Networking

  • Self-studied Unity Netcode from scratch (NetworkObject, NetworkVariable, RPCs, spawn/despawn lifecycle)
  • Implemented multi-user layer tag synchronization - a UX feature designed by the designers to share deletion state and position across all connected users
  • Networked map pawn snap-to-grid and hold-to-duplicate mechanics using server-authoritative RPCs

Team collaboration

  • Rewrote the XR button and toggle system per designer spec; iterated through multiple feedback sessions before merging
  • Designed the model creation pipeline collaboratively with visual artists, adjusting the technical approach to fit their workflow
  • Implemented audio feedback system using ScriptableObject presets, allowing designers to tune values at runtime
This post is licensed under CC BY 4.0 by the author.