Phong Shading, Garoud Shading

The scene is a 4-sided room containing a polished gold metallic sphere, polished copper metallic teapot, and polished silver metallic torus. I created an interface control which allows switching between vertex Gouraud shading and per-pixel Phong shading.

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Ray Tracer

Ray tracer scene containing a sphere and a triangle. Implemented simple phong lighting (ambient, diffuse, specular model) and also casts shadows.

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Procedurally Generated Terrain

The ground is procedurally generated using a random midpoint method and smoothed using a neighborhood smoothing filter. The trees were generated by different procedural rules. The scene uses OpenGL material and lighting.

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Texture Mapping

Texture mapped a 4-sided room such that one wall has front-side culling applied. The floor is texture mapped using a checkerboard image and also feature mip mapping. The walls of the room are a repeated brick texture. There is a floating sphere in the center of the room texture mapped with the image of the […]

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