A full 3D rendering engine
1993-1996
I wrote a full featured 3D rendering engine (using ray-tracing), with reflection, materials, refraction, antialiasing, implicit surfaces (meta balls), algebraic modelling, lights, etc. Almost fully implemented at high-school, I presented it at my first year at university. I rewrote it 3 times from 1993-1998 using Basic, Pascal-OOP, and later Java. Presented at a conference in 1996.