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Project 3: RICHARD CHEN #16

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  • Features
    • Mesh Loading
    • Texture Loading
    • Tangent space Normal Mapping from texture
    • refraction
    • antialiasing
    • deapth of field
    • lighting up the scene using a background texture
    • Dipped toes in PBR principles to work with the textures bundled with the model
  • Feedback: This project was so much work. This project was so fun. There are some things left that still irk me. Please tell me projects 4 and 5 will not be as time consuming because I spent like over a week working like at least 10 hours daily on this.
  • How does one perform normal interpolation when working from a tangent space normal map?

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