GLEE – or graphics/game library and extensible engine – is an “under-development” engine for 3D graphics and game applications written in C++ using the DirectX rendering API. It bears absolutely no resemblance to the television show of the same name. However, if it were sentient, it would probably enjoy show tunes.
My simple ray tracer written in C++ demonstrates a recursive ray tracing algorithm for rendering a scene made up of 3D primitives (spheres and planes in this case). This method stands in contrast to traditional rasterization-based approaches which are typically supported by accelerated graphics hardware and used in real-time games. The following scenes were both rendered in under a second:
As part of my Introduction to 3D Graphics Programming module on the second year of Computer Games Programming at Derby University I am developing a 3D software renderer using C++. At its core the renderer’s purpose is to take a series of vertices which make up a model defined in 3D space and transform them such that they can be displayed on a 2D surface (the screen). In addition to this the renderer will be responsible for texturing, lighting, and so on.