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OpenGL Renderering
I have implemented a handful of GPU renderers, using C++, OpenGL, and GLSL with support for the following features:
- Post-processing, including a Gaussian blur filter and a Sobel edge-detection filter
- A custom water surface effect using fractal Perlin surflet noise combined with gradient computations, approximating the appearance of shifting specular highlights, caustics, and model distortion
- A vertex deformation shader that dynamically offsets UV and vertex positions using Worley noise
- Interactive camera controls, including both polar spherical and traditional camera controls
- Blinn-Phong and MatCap shading
- Spotlights, Directional lights, and Point lights
- Model loading via the Assimp library to manage mesh and texture data
- Diffuse and Specular maps

















