Advanced Graphics and Real-Time Rendering

I chose Advanced Graphics and real-time rendering to be my optional module for the final year of university.

This is the work from semester one:

We were given a bare bones DirectX 11 graphical framework and had to refactor the system into something more extendable and then implement these graphical techniques.

In semester 1, I developed the following graphical features in C++ and HLSL:

- Normal Mapping

- Parallax Mapping
- Parallax Occlusion Mapping
- A to texture, special effects, rendering pipeline

- Shadow mapping
- Splines

 

In semester 2, we have a new set of Graphical features to develop, including:
 - Quaternions

 - Skinned mesh Animations

 - Terrain Generation

So stay tuned for more!