Universidad de Barcelona 2016-17
Investigating the basics of computer graphics algorithms. Starting with implementing a phisically-based rendering model using calculations that try to simulate how light bounces around in a scene. Raycasting is used extensively:
- Lambertian, Metallic and Transparent Materials
- Light scattering when hitting an object
- See-through materials for water and glass
- Super Sampling Antialiasing for smoother output
- Multi-core raytracing optimizations with OpenMP
Intersecting a Ray with a Cube
Using QT and the OpenGL libraries to create a working demo of several GPU-accelerated concepts:
- Materials and Gouraud / Phong shading
- UV Texture coordinates for mapping textures onto geometry
- Model and World space transformations
- Custom shader pipeline including:
- Vertex Shader
- Fragment Shader
- Working camera for rotating the view around the model
Visualizing a dataset onto a WebGL-powered website, transforming existing data into a proper format for consumption. Visualizing the dataset onto a globe with 3 coordinates per data point: Longitude, Latitude and Magnitude
Bases de Dades