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192 changes: 32 additions & 160 deletions README.md
Original file line number Diff line number Diff line change
Expand Up @@ -6,22 +6,11 @@ Fall 2014
Due Wed, 11/12/2014 at Noon
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-------------------------------------------------------------------------------
NOTE:
-------------------------------------------------------------------------------
This project requires any graphics card with support for a modern OpenGL
pipeline. Any AMD, NVIDIA, or Intel card from the past few years should work
fine, and every machine in the SIG Lab and Moore 100 is capable of running
this project.

This project also requires a WebGL capable browser. The project is known to
have issues with Chrome on windows, but Firefox seems to run it fine.

-------------------------------------------------------------------------------
INTRODUCTION:
-------------------------------------------------------------------------------

In this project, you will get introduced to the basics of deferred shading. You will write GLSL and OpenGL code to perform various tasks in a deferred lighting pipeline such as creating and writing to a G-Buffer.
In this project, I wrote GLSL and OpenGL code to perform various tasks in a deferred lighting pipeline such as creating and writing to a G-Buffer.

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CONTENTS:
Expand All @@ -38,181 +27,64 @@ The Project5 root directory contains the following subdirectories:
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OVERVIEW:
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The deferred shader you will write will have the following stages:

Stage 1 renders the scene geometry to the G-Buffer
* pass.vert
* pass.frag

Stage 2 renders the lighting passes and accumulates to the P-Buffer
* quad.vert
* diffuse.frag
* diagnostic.frag

Stage 3 renders the post processing
* post.vert
* post.frag

The keyboard controls are as follows:
WASDRF - Movement (along w the arrow keys)
* W - Zoom in
* S - Zoom out
* A - Left
* D - Right
* R - Up
* F - Down
* ^ - Up
* v - Down
* < - Left
* > - Right
* 1 - World Space Position
* 2 - Normals
* 3 - Color
* 4 - Depth
* 0 - Full deferred pipeline

There are also mouse controls for camera rotation.

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REQUIREMENTS:
-------------------------------------------------------------------------------

In this project, you are given code for:
* Loading .obj file
* Deferred shading pipeline
* GBuffer pass

You are required to implement:
* Either of the following effects
* Bloom
* "Toon" Shading (with basic silhouetting)
I implemented basic feature:
* "Toon" Shading (with basic silhouetting)
* Screen Space Ambient Occlusion
* Diffuse and Blinn-Phong shading

**NOTE**: Implementing separable convolution will require another link in your pipeline and will count as an extra feature if you do performance analysis with a standard one-pass 2D convolution. The overhead of rendering and reading from a texture _may_ offset the extra computations for smaller 2D kernels.
Extra features:
* Glowing/bluring
* Edge detection that can illustrate mesh of the object

You must implement two of the following extras:
* The effect you did not choose above
* Compare performance to a normal forward renderer with
* No optimizations
* Coarse sort geometry front-to-back for early-z
* Z-prepass for early-z
* Optimize g-buffer format, e.g., pack things together, quantize, reconstruct z from normal x and y (because it is normalized), etc.
* Must be accompanied with a performance analysis to count
* Additional lighting and pre/post processing effects! (email first please, if they are good you may add multiple).

-------------------------------------------------------------------------------
RUNNING THE CODE:
RESULTS
-------------------------------------------------------------------------------
Basic image
![Final Image](https://github.com/zxm5010/Project6-DeferredShader/blob/master/images/normal_cat.jpg)

Since the code attempts to access files that are local to your computer, you
will either need to:

* Run your browser under modified security settings, or
* Create a simple local server that serves the files


FIREFOX: change ``strict_origin_policy`` to false in about:config

CHROME: run with the following argument : `--allow-file-access-from-files`

(You can do this on OSX by running Chrome from /Applications/Google
Chrome/Contents/MacOS with `open -a "Google Chrome" --args
--allow-file-access-from-files`)
Blur effect by using smooth kernel
![Final Image](https://github.com/zxm5010/Project6-DeferredShader/blob/master/images/cat_glow.jpg)

* To check if you have set the flag properly, you can open chrome://version and
check under the flags
Toon effect with four colour levels
![Final Image](https://github.com/zxm5010/Project6-DeferredShader/blob/master/images/cat_toon.jpg)

RUNNING A SIMPLE SERVER:

If you have Python installed, you can simply run a simple HTTP server off your
machine from the root directory of this repository with the following command:
Sobel Filter Application to draw the edges
![Final Image](https://github.com/zxm5010/Project6-DeferredShader/blob/master/images/cat_mesh.jpg)

`python -m SimpleHTTPServer`
SSAO which use the method of sampling in sphere
![Final Image](https://github.com/zxm5010/Project6-DeferredShader/blob/master/images/ao3.jpg)
![Final Image](https://github.com/zxm5010/Project6-DeferredShader/blob/master/images/cat.jpg)

-------------------------------------------------------------------------------
RESOURCES:
Art Pieces during the works
-------------------------------------------------------------------------------

The following are articles and resources that have been chosen to help give you
a sense of each of the effects:

* Bloom : [GPU Gems](http://http.developer.nvidia.com/GPUGems/gpugems_ch21.html)
* Screen Space Ambient Occlusion : [Floored
Article](http://floored.com/blog/2013/ssao-screen-space-ambient-occlusion.html)

-------------------------------------------------------------------------------
README
-------------------------------------------------------------------------------
All students must replace or augment the contents of this Readme.md in a clear
manner with the following:

* A brief description of the project and the specific features you implemented.
* At least one screenshot of your project running.
* A 30 second or longer video of your project running. To create the video you
can use [Open Broadcaster Software](http://obsproject.com)
* A performance evaluation (described in detail below).
![Final Image](https://github.com/zxm5010/Project6-DeferredShader/blob/master/images/ao.jpg)
![Final Image](https://github.com/zxm5010/Project6-DeferredShader/blob/master/images/AO2.jpg)
![Final Image](https://github.com/zxm5010/Project6-DeferredShader/blob/master/images/funny2.jpg)
![Final Image](https://github.com/zxm5010/Project6-DeferredShader/blob/master/images/screwedzebra.jpg)
![Final Image](https://github.com/zxm5010/Project6-DeferredShader/blob/master/images/tiger_mesh.jpg)
![Final Image](https://github.com/zxm5010/Project6-DeferredShader/blob/master/images/zynga_effect.jpg)
![Final Image](https://github.com/zxm5010/Project6-DeferredShader/blob/master/images/toon_multiple_lights.jpg)
![Final Image](https://github.com/zxm5010/Project6-DeferredShader/blob/master/images/screwdup1.jpg)

-------------------------------------------------------------------------------
PERFORMANCE EVALUATION
-------------------------------------------------------------------------------
The performance evaluation is where you will investigate how to make your
program more efficient using the skills you've learned in class. You must have
performed at least one experiment on your code to investigate the positive or
negative effects on performance.

We encourage you to get creative with your tweaks. Consider places in your code
that could be considered bottlenecks and try to improve them.
For this project, since the obj loader can not load extremely large obj files. The running speed of the is always 60 FPS, until I increase the light from 450 to 1000. The FPS drops almost to half when light number is 1000.

Each student should provide no more than a one page summary of their
optimizations along with tables and or graphs to visually explain any
performance differences.
![Final Image](https://github.com/zxm5010/Project6-DeferredShader/blob/master/images/FPS.jpg)

-------------------------------------------------------------------------------
THIRD PARTY CODE POLICY
-------------------------------------------------------------------------------
* Use of any third-party code must be approved by asking on the Google groups.
If it is approved, all students are welcome to use it. Generally, we approve
use of third-party code that is not a core part of the project. For example,
for the ray tracer, we would approve using a third-party library for loading
models, but would not approve copying and pasting a CUDA function for doing
refraction.
* Third-party code must be credited in README.md.
* Using third-party code without its approval, including using another
student's code, is an academic integrity violation, and will result in you
receiving an F for the semester.
The major reason of this drop is because the light data is genereated within the shader and stored in the data. So it should increase dramatiscally if I change light data into uniform data and bind it to the shader programs.

-------------------------------------------------------------------------------
SELF-GRADING
-------------------------------------------------------------------------------
* On the submission date, email your grade, on a scale of 0 to 100, to Harmony,
[email protected], with a one paragraph explanation. Be concise and
realistic. Recall that we reserve 30 points as a sanity check to adjust your
grade. Your actual grade will be (0.7 * your grade) + (0.3 * our grade). We
hope to only use this in extreme cases when your grade does not realistically
reflect your work - it is either too high or too low. In most cases, we plan
to give you the exact grade you suggest.
* Projects are not weighted evenly, e.g., Project 0 doesn't count as much as
the path tracer. We will determine the weighting at the end of the semester
based on the size of each project.
There are other optimizations could be done for this project. For example, we can reorganize the FragData by eliminating the Z component for normals. Then we could replace it with depth data so that we could save 1/4 spaces by eliminating one whole buffer.

Another optimization is for the ambient occlusion. Right now, I generated my 100 samples in the shader. If we want more samples, then it would decrease the performance. To avoid this, we could generate our samples outside the shader and make it a uniform data.

---
SUBMISSION
---
As with the previous projects, you should fork this project and work inside of
your fork. Upon completion, commit your finished project back to your fork, and
make a pull request to the master repository. You should include a README.md
file in the root directory detailing the following

* A brief description of the project and specific features you implemented
* At least one screenshot of your project running.
* A link to a video of your project running.
* Instructions for building and running your project if they differ from the
base code.
* A performance writeup as detailed above.
* A list of all third-party code used.
* This Readme file edited as described above in the README section.

---
ACKNOWLEDGEMENTS
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