This project implements the standard graphics pipeline using C++ and a custom linear algebra library. It handles the full transformation chain (MVP), rasterization, and shading without relying on external graphics APIs like OpenGL or DirectX.
Note: Detailed documentation on the mathematics/theory, implementation of the rasterization algorithms and perspective-correct interpolation is currently being written and will be updated soon.
- Rasterization: Triangle rasterization using edge functions and barycentric coordinates.
- Math Library: Custom Matrix (4x4) and Vector implementations.
- Pipeline: Full Model-View-Projection transformation chain.
- Optimization: Z-Buffering for visibility and Backface Culling.
- Shading: Perspective-correct attribute interpolation and Lambertian shading.