Archived Repository of the Assignments in my Computer Graphics Class
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Updated
May 10, 2023 - C++
Archived Repository of the Assignments in my Computer Graphics Class
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
Fourth-degree Computer Engineering subject at Universitat de Barcelona
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 2D & 3D rendering engine using OpenGL bindings.
This project contains an extensive series of Java classes that make up together a raytracing render engine that can be used to generate realistic images. It uses mathematical models and formulas from the computer graphics field of study.
3D visualizations with Raytracing and Zbuffer using Qt Creators IDE
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.
A set of educational subprojects for Vulkan learners
This repository contains programming assignments and other course material for Graphics Course (Fall 2017)
My OpenGL game engine.
A game engine that renders primitive objects by utilizing raymarching
A hobby Blinn-Phong shaded ray-tracer written in C++
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.
TypeScript based 3D game engine.
A 3D cloth animation created using Verlet Integration.
Graphic Techniques Implemented on The Forge API, a cross-platform rendering framework on top of Vulkan, DirectX, Metal
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