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Studying Computer Graphics Part 2: Rendering Geometry

  • Apr 26, 2020
  • 1 min read

As part of our degree topic Computer Graphics, we learnt about rendering geometry, loading in models, using vertex and fragment shaders and coding a GPU.

For the assessment for this topic, we are required to load models that use 3D geometry into a 3D scene in our OpenGL project. By completing tutorials and using resources provided by AIE, I have loaded a quad and bunny object model into my 3D scene.



The above screenshot was taken of my personal graphics project


This involved writing a Mesh class that would handle the vertex buffers, index buffers and initialisation of different meshes. For each model a transform matrix is defined. At this stage a simple vertex shader and fragment shader were also added to the project. To do this we used AIE bootstraps shader classes and wrote the shader files using the OpenGL shader language, GLSL. As the project develops more models will be added to the scene, in addition to different shaders, textures and multiple light sources.


References:

Rendering Geometry Lecture

Rendering Geometry in OpenGL Tutorial

Loading & Rendering OBJ Models Tutorial

Stanford OBJ Models

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