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Computer Graphics Series

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. Sinusoidal Explosion

SSAO

An implementation of screen space ambient occlusion. SSAO

Animation

Face Blend

This face blending technique interpolates between four different geometries. Each letter of the alphabet is mapped to a geometry Face blend

Slow motion animation

Slomo animation

Plane Curve

B-spline curve demo

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 Final Project. Features an animated mesh (.fbx) that travels along a b-spline path