Custom OpenGL renderer, developed to explore some graphics optimization techniques, in C++.
- Scene 1: Applying Frustum Culling technique over a entity-children scene hierarchy;
- Scene 2: Applying Instancing to render multiple objects in the scene;
- Scene 3: Applying Instancing to render multiple grass leaves and simulating wind animation on them;
- Scene 4: Applying Instancing to render multiple particles in the scene (customizable).
Grass
Particles