These files features a complete software render pipeline from Triangulated Mesh to Fragments. Like the OpenGL software renderer, but without using any external libraries, and far less code. The renderer renders to a Matlab image, instead of the computer screen.
The render pipeline is written in c++ code, and supports, Phong shading, Color interpolation, Textures.
Also there is c++ code for calculation of Shadow Volumes, which can be used for self shadowing, and other real shadow effects.
The pipeline and all commandos are like in OpenGL, thus you can use the OpenGL documentation for things like your blending function and modelmatrix.
This is "version 0", thus there are only a few examples, only limited help available, and probably some bugs.
You need a c++ compiler to compile the code, before running the example. Compile code:
mex renderpatch.cpp -v
mex patchshadowvolume.cpp -v
mex patchnormals_double.c -v