Unity 3d demo
An interactive graphics demo built in unity 3d. No unity primitives were used. All the objects, lighting and textures were computed in the script using HL/SL.
4 / 4

Gameplay
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Developed two lighting models—headlights and world light—computed using **Phong interpolation** in the fragment shader.
- Implemented **fragment-based lighting calculations**, combining the **headlight and world light contributions** to determine final illumination.
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Computed **headlight intensity** by calculating the **dot product of the world object normal and the headlight vector**:
- World object normal: Normalized value of the object’s orientation relative to world space.
- Headlight vector: Directional vector from the headlight position to the world-space position of the object.
- Applied a similar approach to compute **world light contributions**, ensuring realistic lighting effects across dynamic surfaces.
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Procedurally manipulated models and textures at the CPU level, generating dynamic surface deformations.
- Created a **warped surface effect** using a **sin function**, dynamically modifying the X and Y UV coordinates of the plane mesh per frame.
- Generated a **ripple effect** propagating across the surface, achieved through **algorithmic UV distortion and real-time vertex displacement**.
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Developed custom shaders using **vertex and fragment shaders** to enhance visual fidelity and dynamic scene rendering.
- Implemented **a grid shader** by alternating lighting on the object's **UV coordinates**, creating a structured visual effect.
- Optimized shader performance by leveraging **vertex-level transformations** to ensure efficient real-time rendering.
Phong Interpolation
HL/SL Programming
- © Untitled
- Design: HTML5 UP