Software Renderer
A low-dependency 3D rasterizer written from scratch on the CPU.

- GPU used
- None
A 3D rasterizer with no graphics API underneath it โ the transform pipeline, triangle setup, scanline fill, and depth testing are all written out on the CPU.
Built as a learning exercise, and a useful one: implementing the pipeline by hand makes concrete what a GPU is actually doing between a vertex buffer and a framebuffer. Clip space, the perspective divide, and the viewport transform stop being API vocabulary once you have had to get their order right yourself.
Dependencies are limited to SDL2 for the window and GLM for math.