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Software Renderer written in Rust

Up to this point almost everything was based on the amazing articles "Computer Graphics from Scratch" by Gabriel Gambetta (which recently became a full fledged book but still accessble online here https://gabrielgambetta.com/computer-graphics-from-scratch/index.html). Very recommended for the complete beginners in computer graphics (like myself).

What's new:

Textures

Textures

Phong Shading model

Phong Shading

Gouraud Shading model

Gouraud Shading

Point lights and specular component

Point light

First attempt at shading (flat, ambient + diffuse only)

Flat Shading Flat Shading

DepthBuffer implementation

Depth Bufer

Split triangles when clipping

Split triangles

Clipping by whole polygon

Clipping

Rasterization: model, instances and transforms

Spheres

Ray tracing: reflections

Spheres

Ray tracing: shadows

Spheres

Ray tracing: add specular component

Spheres

Ray tracing: "bumpy" spheres and point light

Spheres

Ray tracing with shading (ambient + diffuse)

Spheres

Basic ray tracing (no shading)

Spheres

Read models from PLY2 format

Twirl Twirl

Rotated cube (parametrized model)

Faces

Face visibility detection

Faces

Wirefame cube

Cube