Designed and implemented a rendering pipeline featuring fragment-shader ray tracing, GLSL shading, view-frustum culling, screen mapping, and projection, along with a custom scene graph and animation system. The work spans four progressive C++/Qt applications: from basic triangle-mesh rendering through a shader-based solar system, skyboxes with normal/bump/displacement mapping and Perlin-noise terrain, up to shadow mapping and ray tracing.

Technologies: C++, OpenGL 3.3, GLSL, Qt, CMake