Various real-time rendering techniques developed on a custom renderer in C++ and OpenGL.
Sinusoidal Explosion
For this project, I created a "sinusoidal explosion". To simulate the explosion, I translated the object's normal data in a geometry shader and used a sin wave to calculate the translation.
SSAO
An implementation of screen space ambient occlusion.
Animation
Face Blend
This face blending technique interpolates between four different geometries. Each letter of the alphabet is mapped to a geometry
Slow motion animation
Plane Curve
Animation Final Project: Flying Dragon and Path Editor
Our final project features a combination of computer graphics techniques used in animation. This project was created in a team of two with cross platform development (Windows & Mac).
FBX Dragon
- Loaded into the rendering pipeline using Autodesk's FBX SDK.
- Interpolate between two animations (running and flying) using mesh blending
Path Editor
- Paths are created using a sequence of control points, which contain position and orientation information in 3D space.
- Add new control points in-game and update the path in real-time
Key Technologies
- B-spline interpolation
- Mesh blending