For a graphics module at university, the task was to create 3D scene and implement lighting behaviour from scratch. During this project I learned a lot about creating everything from an object oriented design and making sure my vector and matrix maths were on point - excuse the pun!
It took some time with a piece of paper at first, but after some thought and a few attempts, I found exactly what I was looking for and managed to implement Blinn Phong lighting for the objects in my scene. I was able to create materials with set refractive and reflective properties and setup the way to import textures with their UV maps.
Anyway, the project for me was a great step forward in understanding some of the aspects behind the graphics pipeline and I would like to eventually create some type of game engine with physics implemented in 3D in the future.
Furthermore, the code for this project can be found on my github page if you are interested to look more at implementation and comments. There is also an executable I have uploaded there to test and see for yourself. It's noted but worth mentioning here, to test the executable you show use the keys F1 - F6 to test the stages of lighting - a demo shown in the video above.
Comments