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.
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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.
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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.
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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.
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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.
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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.
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