Computing indirect illumination is a challenging and complex problem for real-time rendering in 3D applications. This global illumination approach computes indirect lighting in real time utilizing a simplified version of the outgoing radiance and the scene stored in voxels.

READ THE POST

This is a simple implementation of terrain rendering using heighmaps, part of a college assignment. The code has some optimizations such as parallel processing to bake lightmaps and cheap ambient occlusion using the terrain heighmap.

READ THE POST

This technique implements style transfer functions for volume rendering, part of a college assignment. Style transfer is extremely convenient for volume rendering as it adds a really great dimension of realism with little overhead. The technique is based on this paper.

READ THE POST

Stereoscopy is a technique that enables us to create the illusion of depth for binocular vision. You need special lenses to appreciate the effect. In this college project I implemented a basic rendering engine using C++ with stereoscopy.

READ THE POST

This was one of my first computer graphics assignments, we implemented different real time rendering techniques in this project, which included: object selection, translations, rotations and scaling, camera translation and rotation, refraction and reflection, point lights, directional lights, spot lights and shadow mapping.

READ THE POST

This was an extremely simple raytracer I wrote in college for an assignment. Here I could learn a lot about the mathematics and physics that makeup light rendering.

READ THE POST