Programmed Rendering Engine in C/OpenGL for this and other projects; limited libraries used (glfw3, standard C)
Rendering Pipeline
Object Framework
Portion of Custom Matrix/ Vector Library
Procedurally modeled all geometry
Created a dynamic tesselation shader based on object position and scale relative to camera
Optimized program: performed object and face culling, object instancing, simplex 3D texture sampling (rather than calculating completely) within musgrave texture function
Perform all lighting calculations from scratch
Performed post-processing from framebuffer to achieve traditional cel animation look