Mini-Maya

C++ OpenGL GLSL

I developed a basic mesh editor that replicates core functionality found in modern 3D modeling software. The editor is built around a half-edge data structure, which is what many widely used modeling tools are based on. Through the interface, users can load .obj files and directly manipulate mesh vertices. Supported operations include Catmull–Clark subdivision, face triangulation, edge splitting, and face extrusion.