**This repository contains my project writeups from the UC Berkeley computer graphics course. If you are an employer interested in viewing my project source code, please contact me privately.**
Rasterizing triangles with various antialiasing methods, use of homogenous and barycentric coordinates, texture mapping with mipmaps.
Bezier curves and surfaces, halfedge mesh operations, loop subdivision.
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Path tracing with ray-primitive intersection and bounding volume hierarchy for efficiency.
Mirror and glass materials, depth of field.
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Mass and spring system, self collision, various shaders.