Rendering / 2007–2011

Computer Graphics

Rendering-engine work, shader experiments, ray tracing, and early OpenGL projects.

04 entries
012011

C++ · DirectX · HLSL

Post-processing Engine for a Graphics Rendering Pipeline

A post-processing engine developed for DigiPen’s Computer Imaging class. Fourteen effects could be combined through an image stack and applied to a rendered Avalanche scene.

More details

As a graduate student, I coded and organized the engine, developed several of the effects, and guided seven undergraduate students as they implemented their assigned effects.

WatchSee the project in motion.
022011

C++ · DirectX · HLSL

Real-Time Rendering of Cartoon Smoke and Clouds

An implementation of animated smoke particles with outlines and cel shading, adapted to render a stylized snowy avalanche using only three polygons per particle.

More details

The presentation and implementation were based on research by Morgan McGuire and Andi Fein.

The renderer avoids depth-buffer readback latency, and the demonstration switches the avalanche texture while it runs.

WatchSee the project in motion.
032007

C++

Ray Tracing

A ray-tracing algorithm that renders 3D images from text-file scene descriptions.

042007

C · OpenGL

Breakout

A from-scratch OpenGL implementation of Breakout with falling items that modify the paddle, balls, and other gameplay properties.

More details

This was my first Computer Graphics course project and was designed to teach pure OpenGL from scratch. The falling bonuses can enlarge the paddle, create multiple balls, increase the ball radius, and trigger other gameplay changes.

All other work