In my Computer Graphics class, I was exposed to the foundations of rendering and GPU programming. The material covered in class included the graphics pipeline, using matrix stacks to transform objects, writing vertex and fragment shaders in GLSL for multiple objects in a scene, translating coordinates into different coordinate spaces, lighting and cameras, texturing, using spline curves to interpolate a model between keyframes, skinning, and ray tracing.
This class really changed the way I look at visual media! I found the whole process of squashing a 3D scene into a 2D screen to be really fascinating. After taking this course, I became a member of SIGGRAPH (Student Interest Group in Computer Graphics) where I've met a lot of artists and programmers that share a similar passion.
These are some of the projects I completed as part of this course. All code was written in C++ using the OpenGL library.
I have been researching and following online tutorials for different aspects of computer graphics that I wanted to learn more about. I was able to learn how to make a GPU ray tracer and create a procedural terrain generation system for infinite worlds in Unity. These projects exposed me to HLSL (Unity's shading language), different ray tracing techniques, and deforming meshes in real time.