2D/3D Graphics Rendering Project
Jacob Medel, Lily Heinonen, Kendan Phan, Zachary Taylor, Paolo Halog
OpenGL Introduction
(GLEW)
Window Creation
Black Hole Simulation
Black Hole Structure
Schwarzschild equation
Ray Structure
Partial Product
Multiple Light Rays (No Curving)
Geodesic Equations
Euler and RK4 Step Function
Euler’s Method:
RK4 Method:
Main Function
Final Product
Multiple Light Rays
Single Light Ray
Shaders/Objects in 2D and 3D
Vertex and Indices Array
Vertex Array
Indices Array
Fragment and Vertex Shaders
Vertex Shaders:
Fragment Shaders:
Stages of the Graphic Pipeline
Code for Fragment and Vertex Shaders
Vertex Shader
Fragment Shader
VAO, VBO, and EBO
VBO (Vertex Buffer Object)
EBO (Element Buffer Object)
VAO (Vertex Array Object)
GLM Matrices
Main While Loop and Deletions
Breakdown:
Final Product
Gradient Rectangle
Gradient Cube
Thank You!