The project
An independent graphics engine developed in C++ and DirectX 11 over a year during my graduate studies at DePaul University. The project explores the systems behind rendering and animating 3D models in real time.
What I built
- Rendering: HLSL shaders and graphics objects for textured, lit, skinned, and wireframe rendering, with real-time lighting.
- GPU animation: Compute shaders for keyframe interpolation and bone hierarchy transformations.
- Engine libraries: Custom math and data structure libraries built as DLLs.
- Asset pipeline: A converter that serializes PNG/TGA textures and GLB meshes, skeletons, and animations into Google Protocol Buffers files for engine loading.
