[All work](/work?type=work)

# Geometry and Shader Study

I explored how generated geometry and shader inputs meet in a real-time renderer, building the coursework shapes and working through lighting and texture techniques.

[Source code](https://github.com/Slaymish/CGRA350-Assignment-1)

University coursework. Geometry and shader implementation within a supplied OpenGL framework.

![Original renderer screenshot of a red and black checker-textured cube against a plain background.](https://cdn.sanity.io/images/qnuj1c4o/production/1126991bcf3cc1475a328c55df00f77b510a06f0-1774x1036.png?w=1280\&q=80\&auto=format)

I started with the shape construction, including latitude-longitude and cube-derived spheres and a torus, where the generated vertices had to line up with the normals and texture coordinates used by the renderer, with the same mesh data feeding the lighting and mapping techniques explored in the later parts of the assignment.

The shader work covered reflection models, texture and normal mapping and shadow mapping, with the assignment notes and saved screenshots keeping the different techniques alongside the source that implemented them.

It was a useful place to see an error in one layer appear in another, as the mesh and shader share enough assumptions that a lighting problem can begin in the geometry.

The catalogue date follows the first preserved commit on 9 July 2024.

## Outcome

A preserved real-time graphics study with geometry code, shader work and screenshots. The example cover is one of the original texture-mapping outputs.

[All work](/work?type=work)
