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CPU-based 3D rasterizer built from scratch as part of DAE’s Graphics Programming 1 course. Implements a full software rendering pipeline — vertex transforms, clipping, rasterization, depth buffering, and PBR shading — closely mirroring the DirectX 11 pipeline.
CPU-based raytracer built in C++ for Graphics Programming 1 (Howest DAE, 2023). Implements ray–object intersections, shading, reflections, and Physically Based Rendering (PBR) to simulate realistic lighting — the foundation for later rasterization and GPU rendering projects.
The third project of Graphics Programming 1 at Howest DAE (2023) — a DirectX 11 real-time renderer focused on GPU-based rendering. It builds upon the earlier raytracer and rasterizer projects, implementing physically-based shading, lighting, and efficient GPU resource management through the DirectX 11 API.