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ACADEMIC RESEARCH AND PUBLICATIONS
during Graduate and Undergraduate Studies
Doctoral Candidate in Computer Science
Visual Computing Division, Digital Production Arts
Clemson University | School of Computing
Shading to Match the Real: Real-Time Labradorite
I implemented a procedural texture in GLSL for my 3D-modeled version of a personal piece of Labradorite. The shader has multiple layers of Perlin noise, Perlin's marble noise, and physically inspired light-angle and lamellae (layer) refraction calculations.
OpenGL: Labradorite Stanford Bunny
Blinn-Phong shading and 3-point lighting implementation applied to a mesh of the Stanford Bunny loaded via parsing a PPM file and using OpenGL vertex arrays. The material shading (including the additional textures) and lighting are calculated in GLSL shader programs.
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