This 2D metaball implementation uses point sprites. It maps density and time to uv coordinates of a texture, which allows for neat effects and animations.
This ray tracer was a project for my Computer Graphics II course. I implemented a number of optional features, such as supersampling and additional lighting models. I also extended the project by adding support for multithreading.
For my Computer Graphics II course, I chose to do a project on rendering voxels. I created two demos showing some of the ways that voxels can be rendered. This demo performs ray casting on the GPU to render voxel data held in a 3D texture.