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Tag Archives: 3D Graphics Programming

OpenGL Deferred Renderer with Reflections

Posted on by Malcolm

This was my final assignment for my real-time graphics module at university. In this application I have implemented reflections with cubemaps and FXAA in OpenGL 3.3+ and have optimized the rendering through the use of stencil guarding and have implemented … Continue reading


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Physically Based Shading and Reflection Mapping

Posted on by Malcolm

In my latest assignment for my final year Real-Time Graphics course we had to write a paper discussing physically based shading and reflection mapping in a deferred rendering context. Our target audience was someone who is already comfortable with basic … Continue reading


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Direct3D 10/HLSL Demo with Normal Mapping

Posted on by Malcolm

For this assignment I had to use Direct3D 10 and author HLSL shaders to render a scene with Lighting. We were given a basic C++/Direct3D 10 application (no pipeline) and geometry/material was provided through a delegate object. I also implemented … Continue reading


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