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πŸ›Ί Graphics Programming 1 – Rasterizer

Hey there, fellow DAE student, curious visitor, or graphics enthusiast πŸ‘‹
Welcome to my Graphics Programming 1 – Rasterizer repository β€” part of the third semester (2023) at DAE.


πŸ—„οΈ About this repository

This repo contains all lab exercises and weekly projects created during the Graphics Programming 1 course.
It’s shared mainly for archival and educational purposes β€” documenting my learning progress in low-level rendering and graphics programming.

This was my second major graphics project at DAE β€” following the Raytracer from GP1, and paving the way for the DirectX-based renderer.

⚠️ Keep in mind: these projects were made while learning the fundamentals of computer graphics.
Expect jagged edges, aliasing, and a fair amount of math-induced confusion β€” it’s all part of the process.
Consider this repo a snapshot of early rendering experiments.


πŸ”Ž Course Information

πŸ“š Course: Graphics Programming 1
🏫 University: Howest University of Applied Sciences - Digital Arts and Entertainment
πŸ“ Location: Kortrijk, Belgium
πŸ—“οΈ Academic year: 2023–24 | Third semester
πŸŽ“ Study load: 6 credits
⏱️ Total study time: 180 hours


πŸ‘¨β€πŸ« Teaching Staff

  • Co-ordinator: Koen Samyn
  • Other teaching staff: Flor Delombaerde, Pieter-Jan Vandenberghe

🎯 Learning Goals

  • Handles stress and workload effectively while meeting deadlines.
  • Creates and follows a planning to ensure project progress.
  • Uses version control systems to track and manage development efficiently.
  • Monitors personal and project progress over time.
  • Maintains a critical attitude toward own work and peers’ work, benchmarking results to industry standards.
  • Detects technical and visual errors down to the pixel level.
  • Reviews and validates code quality and maintainability.
  • Develops 3D applications iteratively, applying feedback from stakeholders.
  • Selects and applies efficient rendering algorithms for 3D scenes.
  • Measures and evaluates application performance.
  • Analyzes and optimizes graphics performance in real-time contexts.
  • Implements Physically Based Rendering (PBR) techniques in a 3D environment.
  • Uses game engines correctly to solve design and technical problems.
  • Writes structured, readable, and maintainable code within a game project.
  • Integrates and evaluates middleware, external services, and frameworks under technical and production constraints.
  • Implements lighting systems in 3D applications using shader languages.

🧩 Course Content

  • Raytracing fundamentals
  • Scene intersection & acceleration
  • Stochastic sampling & filtering
  • PBR shading models
  • 3D mesh loading & textures
  • Optimization techniques

πŸ“‚ Repository Structure

All lab exercises and progress are on the main branch, structured by week.
Each milestone corresponds to a weekly task or feature implementation.


πŸš€ Releases

Weekly or major updates are available in the πŸ“¦ Releases section.
Example:

graphics_programming_1-rasterizer-04-1.0.0-windows-x64.zip

Includes a prebuilt Windows x64 executable with example scenes and assets.


🧠 Final Thoughts

This repository represents my first steps into real-time rendering concepts β€” building a fully CPU-based rasterizer from the ground up.
From transforming vertices and performing clipping, to interpolating pixels and lighting them manually β€” every step exposed what GPUs normally handle behind the scenes.
It was an eye-opening experience that bridged the gap between raytracing and hardware-accelerated graphics.

If you’re exploring rasterization yourself: visualize every stage of the pipeline, and remember β€” every pixel on screen is the result of your math running in real time βš™οΈπŸ–ΌοΈ


βš–οΈ License

This repository is licensed under the MIT License β€” feel free to explore, learn, or reuse for study purposes.

About

πŸ›Ί CPU-based 3D rasterizer built from scratch as part of DAE’s Graphics Programming 1 course. Implements a full software rendering pipeline β€” vertex transforms, clipping, rasterization, depth buffering, and PBR shading β€” closely mirroring the DirectX 11 pipeline.

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