I wrote the rasterizer using c#, and the Tao opengl framework (only for sending the pixel information to the graphics card with glDrawPixels()). I posted this on image of the day at gamedev: http://www.gamedev.net/community/forums/topic.asp?topic_id=446142
Here's what I had accomplished by the end of the semester:
- Gouraud shading
- Phong shading
- Blinn and Phong specular reflection
- Directional and Point lights
- Perspective correct texture mapping
- Normal Mapping
- Parallax Mapping
- Projective Texturing
- Shadow Mapping
- Environment Mapping - for skybox and distant reflections
- Distance Fog
- Depth of Field
- Bilinear Filtering
- Camera Interpolation, for movie creation

perspective correct texture mapping:

depth of field:

distance based fog:

parallax mapping:

shadow mapping with percentage closer filtering:
