A project showcasing procedural mesh generation and custom shaders in Unity 3D. I may make it into a game in the future. See more here.
Renderer in OpenGL that implements a skeleton, joints, and skin for character animation. It uses the smooth skinning algorithm and reads provided keyframe channels to determine character pose. See source code here.
A barebones physical cloth simulation using spring-dampers. Also features wind and air resistance. See source code here.
Physically-based particle system with tunable parameters such as spawn rate, particle size, gravity, and coefficient of restitution. Good for integrating into more complex projects. See source code here.
Path tracer with GPU acceleration thanks to Nvidia OptiX. Features several BRDF implementations and sampling methods, importance sampling, and russian roulette. Also links to an extension that adds basic volume rendering. Source code cannot be provided, but further details and images are here.