Geometry and Shader Study
Coursework on where generated geometry and shader inputs meet in a real-time renderer.
University coursework. Geometry and shader implementation within a supplied OpenGL framework.
The shapes come first. Latitude-longitude and cube-derived spheres, plus a torus, where the vertices have to line up with the normals and texture coordinates the renderer expects.
Then reflection models, texture and normal mapping, and shadow mapping, each with the screenshots that went into the assignment notes. Half the work was finding out that a mesh can look right and still be wrong in the normals, which isn't obvious until you see it.
State
The source and screenshots from the July 2024 submission.