For all my solo projects graphics side I have used a custom base, built using glut (a simple wraparound for opengl) in C++.

Parallax mapping

ReliefMediumVarious approaches to the parallax mapping technique, which gives volume to a plane without the need for extra vertices.

Ambient occlusion


Ambient occlusion is a technique to shade areas depending on their surrounding geometry. I follow a method presented by NVIDIA in 2008.


High outter tessellation

A project where I tried out opengls tessellation shaders and tested them with a simple low poly sphere. Also combined it with other graphics related effects.


FinalA CPU raytracer that creates the whole texture before sending it to the GPU. Handles reflection, refraction, phong based illumination, hard shadows and a simple global illumination.