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++
A mini-project during my time in my computer graphics course at UBC. Each sphere represents a different light model implementation.
This repository contains programming assignments and other course material for Graphics Course (Fall 2017)
Fourth-degree Computer Engineering subject at Universitat de Barcelona
My OpenGL game engine.
Graphic Techniques Implemented on The Forge API, a cross-platform rendering framework on top of Vulkan, DirectX, Metal
Z-Buffer Rendering System with OpenGL
The sample purpose is to use lookup table to speedup original GPU performance between different shading/texture methods
A 3D cloth animation created using Verlet Integration.
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 2D & 3D rendering engine using OpenGL bindings.
A hobby Blinn-Phong shaded ray-tracer written in C++
👾 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.
Global illumination technical demo - a continuation of the Synesthesia3D (ex-LibRenderer) graphics engine used in https://github.com/iftodebogdan/ShaderEditor
3D visualizations with Raytracing and Zbuffer using Qt Creators IDE
A set of educational subprojects for Vulkan learners
Uppsala University - 5SD805 - Real-Time Graphics Programming for Games 1: Write a program that renders a scene where all objects are affected by a light source using the Phong or Blinn/Phong reflective model
3D scene with a model of the Solar System
A game engine that renders primitive objects by utilizing raymarching
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