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159 changes: 37 additions & 122 deletions README.md
Original file line number Diff line number Diff line change
Expand Up @@ -3,142 +3,57 @@ CIS565: Project 6: Deferred Shader
-------------------------------------------------------------------------------
Fall 2013
-------------------------------------------------------------------------------
Due Friday 11/15/2013
Yingting Xiao
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
NOTE:
FEATURES IMPLEMENTED:
-------------------------------------------------------------------------------
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.

-------------------------------------------------------------------------------
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.
I implemented point lights, toon shading, bloom shading and screen space ambient occlusion. Since I think these effects only look good on specific scenes, I only enable one of the effects on one scene. You can switch between the effects by using a command line argument "mode=[number]". 0 is point lights, 1 is toon shading, 2 is bloom shading, 3 is screen space ambient occlusion. Below are some images:

-------------------------------------------------------------------------------
CONTENTS:
-------------------------------------------------------------------------------
The Project6 root directory contains the following subdirectories:

* base/
* PROJ_WIN/ contains the vs2010 project files
* PROJ_NIX/ contains makefile for building (tested on ubuntu 12.04 LTS)
* res/ contains resources including shader source and obj files
* src/ contains the c++ code for the project along with SOIL and tiny_obj_loader
* shared32/ contains freeglut, glm, and glew.
1) Point lights

-------------------------------------------------------------------------------
REQUIREMENTS:
-------------------------------------------------------------------------------
![alt tag](https://raw.github.com/YingtingXiao/Project6-DeferredShader/master/screenshots/pointlights.PNG)

In this project, you are given code for:
* Loading .obj files
* Rendering to a minimal G buffer:
* Depth
* Normal
* Color
* Eye space position
* Rendering simple ambient and directional lighting to texture
* Example post process shader to add a vignette

You are required to implement:
* Either of the following effects
* Bloom (feel free to use [GPU Gems](http://http.developer.nvidia.com/GPUGems/gpugems_ch21.html) as a rough guide)
* "Toon" Shading (with basic silhouetting)
* Point light sources
* An additional G buffer slot and some effect showing it off

**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.

You must implement two of the following extras:
* The effect you did not choose above
* Screen space ambient occlusion
* 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).
2) Toon shading and bloom shading

-------------------------------------------------------------------------------
README
-------------------------------------------------------------------------------
All students must replace or augment the contents of this Readme.md in a clear
manner with the following:
![alt tag](https://raw.github.com/YingtingXiao/Project6-DeferredShader/master/screenshots/toon.PNG)

* 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 http://www.microsoft.com/expression/products/Encoder4_Overview.aspx
* A performance evaluation (described in detail below).
The sihouette is drawn where the normals of neighbor pixels differ in direction. The rest of the model's colors are posterized.

-------------------------------------------------------------------------------
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.
![alt tag](https://raw.github.com/YingtingXiao/Project6-DeferredShader/master/screenshots/bloom.PNG)

We encourage you to get creative with your tweaks. Consider places in your code
that could be considered bottlenecks and try to improve them.
In this example, I have the bloom shader detect the color of the model and apply bloom effect to the red pixels and the pixels around them. For each "glow" pixel, I get the sum of the colors of its neighbors, scale it and add it to the pixel's color.

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.
I thought about using an additional G buffer for differentiating the "glow" pixels from the rest. Then I realized that the color value should be enough. So I did not make an additional G buffer.

-------------------------------------------------------------------------------
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.
In comparison, the same model with diffuse shader:

![alt tag](https://raw.github.com/YingtingXiao/Project6-DeferredShader/master/screenshots/diffuse.PNG)

3) Screen space ambient occlusion

Sampling from regular grid:

![alt tag](https://raw.github.com/YingtingXiao/Project6-DeferredShader/master/screenshots/ssao_blend.PNG)

![alt tag](https://raw.github.com/YingtingXiao/Project6-DeferredShader/master/screenshots/ssao.PNG)

Sampling from poisson disk in screen space:

![alt tag](https://raw.github.com/YingtingXiao/Project6-DeferredShader/master/screenshots/ssao_poisson_blend.PNG)

![alt tag](https://raw.github.com/YingtingXiao/Project6-DeferredShader/master/screenshots/ssao_poisson.PNG)

I used the base code from last year's Project 5 and followed the instructions on that project.

-------------------------------------------------------------------------------
SELF-GRADING
PERFORMANCE EVALUATION
-------------------------------------------------------------------------------
* On the submission date, email your grade, on a scale of 0 to 100, to Liam,
[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.


---
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
---
This project makes use of [tinyobjloader](http://syoyo.github.io/tinyobjloader/) and [SOIL](http://lonesock.net/soil.html)

![alt tag](https://raw.github.com/YingtingXiao/Project6-DeferredShader/master/charts/bloom.PNG)

![alt tag](https://raw.github.com/YingtingXiao/Project6-DeferredShader/master/charts/ssao.PNG)

For point lights, the FPS with scissor test is 60. The FPS without scissor test is 5.5.
9 changes: 7 additions & 2 deletions base/PROJ_WIN/P6/P6/P6.vcxproj
Original file line number Diff line number Diff line change
Expand Up @@ -19,12 +19,14 @@
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
Expand All @@ -50,7 +52,7 @@
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>..\..\..\..\shared32\glew\lib;..\..\..\..\shared32\freeglut\lib;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>freeglut.lib;glew32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalDependencies>SOIL.lib;freeglut.lib;glew32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
</Link>
</ItemDefinitionGroup>
Expand All @@ -67,7 +69,7 @@
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalLibraryDirectories>..\..\..\..\shared32\glew\lib;..\..\..\..\shared32\freeglut\lib;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>freeglut.lib;glew32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalDependencies>..\Release\SOIL.lib;freeglut.lib;glew32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
</Link>
</ItemDefinitionGroup>
Expand All @@ -83,6 +85,7 @@
</ItemGroup>
<ItemGroup>
<None Include="..\..\..\res\shaders\ambient.frag" />
<None Include="..\..\..\res\shaders\bloom.frag" />
<None Include="..\..\..\res\shaders\diagnostic.frag" />
<None Include="..\..\..\res\shaders\directional.frag" />
<None Include="..\..\..\res\shaders\pass.frag" />
Expand All @@ -91,6 +94,8 @@
<None Include="..\..\..\res\shaders\post.frag" />
<None Include="..\..\..\res\shaders\post.vert" />
<None Include="..\..\..\res\shaders\shade.vert" />
<None Include="..\..\..\res\shaders\ssao.frag" />
<None Include="..\..\..\res\shaders\toon.frag" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
Expand Down
30 changes: 21 additions & 9 deletions base/PROJ_WIN/P6/P6/P6.vcxproj.filters
Original file line number Diff line number Diff line change
Expand Up @@ -16,6 +16,9 @@
<Filter Include="tinyobjloader">
<UniqueIdentifier>{cb97dd15-a916-48bc-8245-96e7ec499326}</UniqueIdentifier>
</Filter>
<Filter Include="shaders">
<UniqueIdentifier>{11a780d9-e571-49ab-964e-684caf1b8bcb}</UniqueIdentifier>
</Filter>
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\..\..\src\main.cpp">
Expand All @@ -41,31 +44,40 @@
</ItemGroup>
<ItemGroup>
<None Include="..\..\..\res\shaders\ambient.frag">
<Filter>Resource Files</Filter>
<Filter>shaders</Filter>
</None>
<None Include="..\..\..\res\shaders\diagnostic.frag">
<Filter>Resource Files</Filter>
<Filter>shaders</Filter>
</None>
<None Include="..\..\..\res\shaders\directional.frag">
<Filter>Resource Files</Filter>
<Filter>shaders</Filter>
</None>
<None Include="..\..\..\res\shaders\pass.frag">
<Filter>Resource Files</Filter>
<Filter>shaders</Filter>
</None>
<None Include="..\..\..\res\shaders\pass.vert">
<Filter>Resource Files</Filter>
<Filter>shaders</Filter>
</None>
<None Include="..\..\..\res\shaders\point.frag">
<Filter>Resource Files</Filter>
<Filter>shaders</Filter>
</None>
<None Include="..\..\..\res\shaders\post.frag">
<Filter>Resource Files</Filter>
<Filter>shaders</Filter>
</None>
<None Include="..\..\..\res\shaders\post.vert">
<Filter>Resource Files</Filter>
<Filter>shaders</Filter>
</None>
<None Include="..\..\..\res\shaders\shade.vert">
<Filter>Resource Files</Filter>
<Filter>shaders</Filter>
</None>
<None Include="..\..\..\res\shaders\bloom.frag">
<Filter>shaders</Filter>
</None>
<None Include="..\..\..\res\shaders\toon.frag">
<Filter>shaders</Filter>
</None>
<None Include="..\..\..\res\shaders\ssao.frag">
<Filter>shaders</Filter>
</None>
</ItemGroup>
</Project>
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