A small renderer with a clear progression.
A semester project co-authored with Ondřej Pelech. The team first built the basic rendering path for shapes and geometric primitives, then extended the software with a simple ray-tracing mode and the supporting rendering pipeline.
The project is useful as a compact example of how a renderer grows: first establish a reliable path for geometry and primitives, then add a second mode that evaluates rays against the scene.
- Worked on the staged renderer from primitive drawing to ray tracing
- Contributed to the rendering pipeline and interactive application flow
- Implemented and connected graphics features in a shared codebase
- Co-authored the semester project with Ondřej Pelech



