Project Pegasus is a two person project to build a game engine from scratch using C++ and OpenGL. In this project, my contributions have been implementing general architecture, designing and building the rendering pipeline, and implementing a variety of graphical techniques. I created all 3D models used in the project using Maya and Blender. Screenshots of the different graphics techniques can be seen on the gallery page.
Graphical Techniques I implemented:
- Deferred Shading with Blinn-Phong lighting
- Skeletal Animation
- Dynamic Environment Mapping for Reflections
- Volumetric Light Scattering
- Bloom
- Normal Mapping
- HDR with automatic exposure





