Rendering
Stylized Scene in OpenGL
A real-time stylized scene with GPU instancing, culling and cel shading.
- out of 100, MSc coursework grade
- 74
- draw call for each instanced forest
- 1
Overview
A real-time rendering project built for my MSc coursework at Newcastle University, in C++, OpenGL and GLSL. It opens on a space scene and moves to a stylized low-poly world with a forest, mountains and a building.
The code is structured with object-oriented design so each system stays modular. Forests are drawn with GPU instancing, and CPU-side frustum culling with sphere tests keeps off-screen objects out of the frame.
Highlights
- GPU instancing draws whole forests of trees in a single draw call
- CPU frustum culling with bounding-sphere tests
- Deferred rendering with specular lighting
- Post-processing in GLSL: saturation, desaturation and blur
- Cel shading across the scene for the stylized look
- Graded 74 out of 100