C++ implementations of Hierarchical z-buffer & Physically based rendering via Monte Carlo path tracing
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Updated
May 2, 2021 - C++
C++ implementations of Hierarchical z-buffer & Physically based rendering via Monte Carlo path tracing
This project represents the use of Z-Buffer for rendering of basic 3D objects.
First person shooter - homemade engine
A CPU renderer using z-buffer scan line algorithm
CPU-based 3D renderer written in C++ 20
School project intended to design a Z-Buffer in SystemVerilog.
Z-Buffer Rendering System with OpenGL
Depth pass for Rhino 8: live z-buffer view and PNG / EXR depth map export, Mac and Windows.
A complete 3D graphics pipeline built from scratch in pure Python — no OpenGL, Vulkan, or Three.js.
3D visualizations with Raytracing and Zbuffer using Qt Creators IDE
Interactive 3D visualization system using Qt and C++ with ambient, diffuse, and specular lighting. Implements a Z-Buffer algorithm for depth control to render a sphere and plane. Users can adjust lighting parameters via the GUI to observe real-time effects
This project is a simplified 3D renderer implementation using Sweep and Z-Buffer algorithms for processing and visualizing 3D models. The system efficiently handles 3D object rendering, polygon rasterization, and visualization within a graphical interface developed in C++.
Pure C# 3D Graphics, Scene Graph, Software Rasterizer (Z-Buffer), Point Cloud Voxel Filtering, glTF/OBJ/STL/PLY Loaders for .NET.
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