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PROJECTION-BASED RENDERING AND TRANSFORMATIONS:

A COMPUTER GRAPHICS PROJECT

PROJECT PAGE

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Language:  C (using OpenGL)

Date:  Spring 2016

Class:  Computer Graphics

 

Following the raycasting project, I experimented with another approach to rendering, projection-based rendering, and also geometric transformations.  In this project, I implemented geometric transformation matrices that rotated, scaled, or translated the model matrices of the objects in 3D model/local space.  I also calculated camera transformations (which were implemented to be similar to Maya controls), which affected the view matrix.  The final projection matrix was calculated in the OpenGL vertex shader, and the Blinn-Phong lighting calculations were coded in the fragment shader as with the raycasting project.

 

The .obj file loaded into the code is of a model I was working on for another class.

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