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ComputerGraphics
Computer Graphics-Assignment 20 Using textures in shaders Solved
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Computer Graphics-Assignment 19 UV coordinates Solved
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Computer Graphics-Assignment 18 Smooth primitives Solved
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Computer Graphics-Assignment 17 Ambient lighting Solved
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Computer Graphics-Assignment 16 BRDF Models Solved
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Computer Graphics-Assignment 15 Direct Light Models Solved
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Computer Graphics-Assignment 14 Create the Vulkan Swap Chain Solved
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Computer Graphics-Assignment 13 Initialize Vulkan up to the Command Buffer creation Solved
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Computer Graphics-Assignment 12 Creating a Vulkan Instance Solved
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Computer Graphics-Assignment 11 Simple Vertex and Fragment Shader Solved
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Computer Graphics-Assignment 9 Indexed primitives Solved
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Computer Graphics-Assignment 8 Handling motion Solved
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Computer Graphics-Assignment 7 World matrices Solved
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Computer Graphics-Assignment 6 View matrices Solved
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Computer Graphics-Assignment 2 Basic transforms Solved
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Computer Graphics-Assignment 1 2D Normalized Screen Coordinates Solved
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Computer Graphics-Assignment 0 Setting up Vulkan Development Environment Solved
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ComputerGraphics Assignment 2 Ray Tracing -Solved
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Computer-Graphics - Assignment 1 – Transformation Detail Instruction - Solved
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ComputerGraphics - A07 – World matrix - Solved
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ComputerGraphics - A17 – Animation and interpolation - Solved
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ComputerGraphics - A16 – Scene - Solved
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ComputerGraphics - A15 – Transforming UV coordinates - Solved
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ComputerGraphics - A14 – UV coordinates - Solved
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ComputerGraphics - A13 – Smooth objects - Solved
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ComputerGraphics - A12 – GLSL BRDF - Solved
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ComputerGraphics - A11 – GLSL lights - Solved
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ComputerGraphics - A10 – Indexed primitiecs - Solved
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ComputerGraphics - A09 – Primitives - Solved
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ComputerGraphics - A08 – Match the letter - Solved
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ComputerGraphics - A06 – View matrix - Solved
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ComputerGraphics - A05 – Perspective - Solved
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ComputerGraphics - A04 – Axonometry - Solved
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ComputerGraphics - A03 – Advanced transforms - Solved
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ComputerGraphics - A02 – Basic transforms - Solved
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ComputerGraphics - A01 - Paint by numbers - Solved
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