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3D Transformation with OpenGL, Raster Based Graphics Pipeline with Z-buffer Algorithm, Ray Casting and Ray Tracing using Illumination Techniques

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ayeshathoi/Graphics-410

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Computer-Graphics

Language & Library Used

  • CPP, OpenGL

Offline1 : OpenGL

clock sphere octahedron


Offline

  • Analog Clock
  • Sphere to/ From Octahedron

clock sphere octahedron


Online

  • Cube motion in a floor
  • Sphere motion in a floor
  • Half Octahedron

Offline2 : Raster based Graphics pipeline

rasterization


Implementation of Raster based graphics pipeline.

  • Stage 1: modeling transformation
  • Stage 2: view transformation
  • Stage 3: projection transformation
  • Stage 4: clipping & scan conversion using Z-buffer algorithm

A demo of the input can be found in Test Cases folder. There are 5 testcases, from which one of the output is given above.


Offline3 : Implementation-of-Ray-Tracing

ray tracing


This project implements the following :

  • A fully controllable camera : camera moves in all directions by pressing different keys.
  • Creates plane and shapes of different structure: takes input from a file and draws spheres, triangle, quadric surface, Pyramids and a floor(2d plane).
  • Illumination with the Phong Lighting Model : computes the ambient, specular and diffuse component of each object and light them accordingly.
  • Recursive Reflection : reflection is computed recursively for an object according to the variable recursion_level.
  • Snapshot : A snapshot can be taken pressing "0" button
  • Texture : Texture can be added in the floor pressing "space" button. Otherwise, floor will be without texture in the snapshot.

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3D Transformation with OpenGL, Raster Based Graphics Pipeline with Z-buffer Algorithm, Ray Casting and Ray Tracing using Illumination Techniques

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