3D differed-shaded graphics framework in which I implemented a rendering techniques like AA, ambient occlusion, bloom, decals, Phong tessellation as well as a non-photorealistic rendering technique to imitate an artistic style.
In this project I have implemented dynamic bounding volume construction (AABB from point boundaries or from AABB and transform, sphere by centroid, Ritter's and Iterative method) as well as the following spatial partitioning data structures: BVH, Octree(with locational codes) and KDtree.
3D physics engine for games. Has contraints, friction and restitution. Uses SAT CV manifold generation.