Some final results of my computer graphics project. I implemented a graphics rasterizer, which is the implementation one would follow if you wanted hardware-accelerated graphics on today’s GPU’s, which have pipelines dedicated to vertex transformations.
The other option was a raytracer, which is not (yet) suitable for real-time applications due to calculation complexity.
Implemented in Java from scratch, I’ll drop the source code online soon.
2 light sources, diffuse (gouraud) shading, phong (interpolated), 5000ish polygons.
With bump mapping. Thanks a lot to this Nvidia Developer’s Zone paper about Perlin Noise.