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fabrik inverse kinematics in unreal engine 5

this was an assignment for the real-time animation module at trinity: implement a multi-bone inverse kinematics system from scratch in unreal engine 5 using ...

desert planet: building a real-time 3d scene in opengl

this was the final major deliverable for my real-time rendering module at trinity — build a complete, interactive 3d scene from scratch in opengl 3.3 core. i...

normal mapping and toon shading in opengl

normal mapping is one of the biggest visual wins per triangle in real-time rendering. this assignment implemented it from scratch — loading tangent-space nor...

reflectance models side by side: phong, toon, and pbr

this was a comparison assignment — implement phong, toon, and pbr (cook-torrance) shaders, run all three on the same mesh simultaneously, and expose every pa...

mipmapping and texture filtering in opengl

textures are everywhere in real-time rendering, but how they’re sampled at different distances is easy to get wrong. this was an assignment focused entirely ...