CPU forward/deferred rasterizer with depth-buffering, texture mapping, normal mapping and blinn-phong shading implemented in C++
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Updated
Jun 20, 2017 - C++
CPU forward/deferred rasterizer with depth-buffering, texture mapping, normal mapping and blinn-phong shading implemented in C++
3D scene with a model of the Solar System
👾 An app created to explorer the features of SceneKit iOS framework. Assets load (Model I/O), interaction, animation, classical rendering (Blinn-Phong), physically based rendering.
C++ CPU Software-Rasterizer
Global illumination technical demo - a continuation of the Synesthesia3D (ex-LibRenderer) graphics engine used in https://github.com/iftodebogdan/ShaderEditor
Graphic Techniques Implemented on The Forge API, a cross-platform rendering framework on top of Vulkan, DirectX, Metal
A 3D cloth animation created using Verlet Integration.
TypeScript based 3D game engine.
RAIN is a 3D image renderer running on the CPU made from scratch. This renderer uses Ray Tracing technique and implements KD-Tree and multithreading to optmization.
A game engine that renders primitive objects by utilizing raymarching
My OpenGL game engine.
A hobby Blinn-Phong shaded ray-tracer written in C++
This repository contains programming assignments and other course material for Graphics Course (Fall 2017)
A set of educational subprojects for Vulkan learners
A 2D & 3D rendering engine using OpenGL bindings.
Implement a raytracer and simulate real-life light interactions with objects (like shadows/reflections) while experimenting with rendering objects made up of different materials (like dielectrics or specular).
A mini-project during my time in my computer graphics course at UBC. Each sphere represents a different light model implementation.
Z-Buffer Rendering System with OpenGL
The sample purpose is to use lookup table to speedup original GPU performance between different shading/texture methods
Archived Repository of the Assignments in my Computer Graphics Class
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