Lead Programmer
Msc final project
Made in C++, Visual Studio
Modern opengl 4.3 and above
Marching Cubes and Smooth normals
Reflections using Static,Dynamic Cubemap, SSR, and Ray Tracing
PBR material in pixel shader
Blinn-Phong lighting model
Realistic reflections, refractions and hard shadows in Compute Shader
An implementation of the SPH framework in C++. Rendered the fluid body using the Marching Cubes algorithm using an isolevel value and a 3D scalar field. Added various effects of realism including shadows, proper lighting, pbr materials, normal mapping, reflections and refractions.