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240 changes: 69 additions & 171 deletions README.md
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-------------------------------------------------------------------------------
CIS565: Project 6: Deferred Shader
<center>Project 6: Deferred Shader
-------------------------------------------------------------------------------
Fall 2013
-------------------------------------------------------------------------------
Due Friday 11/15/2013
<center>Fall 2013
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
NOTE:
<center>INTRODUCTION:
-------------------------------------------------------------------------------
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.
In this project, I was introduced to the basics of deferred shading. I wrote GLSL and OpenGL code to perform various tasks in a deferred lighting pipeline such as creating and writing to a G-Buffer.

-------------------------------------------------------------------------------
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.
The features I implemented include toon shading, bloom effect, screen space ambient occlusion, and point lights.

-------------------------------------------------------------------------------
CONTENTS:
<center>RENDERS:
-------------------------------------------------------------------------------
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.

---
BASE CODE TOUR
---

Most of your edits will be confined to the various fragment shader programs and main.cpp.

Some methods worth exploring are:

[initShader](https://github.com/CIS565-Fall-2013/Project6-DeferredShader/blob/master/base/src/main.cpp#L223):
This method initializes each shader program from specified source files. Note that the source name is declared inside a `#ifdef WIN32` guard block. This is done to reflect the relative directory structure between the linux and windows versions of the code.

[initFBO](https://github.com/CIS565-Fall-2013/Project6-DeferredShader/blob/master/base/src/main.cpp#L360):
This method initializes the framebuffer objects used as render targets for the first and second stage of the pipeline. When you go to add another slot to the G buffer you will need to modify to first FBO accordingly. Try finding all the places where `colorTexture` is used (ctrl+F in windows will be helpful) and look at how textures are created, freed, added to the FBO, and assigned to the appropriate shader programs before adding your own. Also keep in mind that textures can be reused as inputs in other pipeline stages, for instance you might want access to the normals both in the lighting stage and in the post process stage.

[draw_mesh](https://github.com/CIS565-Fall-2013/Project6-DeferredShader/blob/master/base/src/main.cpp#L574),
[draw_quad](https://github.com/CIS565-Fall-2013/Project6-DeferredShader/blob/master/base/src/main.cpp#L647),
[draw_light](https://github.com/CIS565-Fall-2013/Project6-DeferredShader/blob/master/base/src/main.cpp#L657):
These methods render the scene geometry, viewing quad, and point light quad to the screen. The draw_light method in particular is interesting because it will set up the scissor window for efficient rendering of point lights.

[display](https://github.com/CIS565-Fall-2013/Project6-DeferredShader/blob/master/base/src/main.cpp#L742):
This is where the graphical work of your program is done. The method is separated into three stages with the majority of work being done in stage 2.

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
* shade.vert
* ambient.frag
* point.frag
* diagnostic.frag

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

[keyboard](https://github.com/CIS565-Fall-2013/Project6-DeferredShader/blob/master/base/src/main.cpp#L870):
This is a good reference for the key mappings in the program.
WASDQZ - Movement
X - Toggle scissor test
R - Reload shaders
1 - View depth
2 - View eye space normals
3 - View Diffuse color
4 - View eye space positions
5 - View lighting debug mode
0 - Standard view

-------------------------------------------------------------------------------
REQUIREMENTS:
-------------------------------------------------------------------------------
Here are some screenshots:

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).
<center>![diffuse](https://raw.github.com/josephto/Project6-DeferredShader/master/Renders/diffuse.png "screenshots")

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

* 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).
<center>![bloom](https://raw.github.com/josephto/Project6-DeferredShader/master/Renders/bloom.png "screenshots")

-------------------------------------------------------------------------------
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.
bloom effect

We encourage you to get creative with your tweaks. Consider places in your code
that could be considered bottlenecks and try to improve them.
<center>![toon](https://raw.github.com/josephto/Project6-DeferredShader/master/Renders/toon.png "screenshots")

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.
toon effect

-------------------------------------------------------------------------------
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.
<center>![ssao](https://raw.github.com/josephto/Project6-DeferredShader/master/Renders/sponza_ssao.png "screenshots")

screen space ambient occlusion

<center>![ssao](https://raw.github.com/josephto/Project6-DeferredShader/master/Renders/ssao.png "screenshots")

screen space ambient occlusion

<center>![depth](https://raw.github.com/josephto/Project6-DeferredShader/master/Renders/depth.png "screenshots")

depth mode

<center>![normals](https://raw.github.com/josephto/Project6-DeferredShader/master/Renders/normals.png "screenshots")

normals mode

<center>![color](https://raw.github.com/josephto/Project6-DeferredShader/master/Renders/color.png "screenshots")

color mode

<center>![position](https://raw.github.com/josephto/Project6-DeferredShader/master/Renders/position.png "screenshots")

screen space position mode

Here's a video: http://www.youtube.com/watch?v=LJ39Sb76KdU

-------------------------------------------------------------------------------
SELF-GRADING
<center>PERFORMANCE REPORT:
-------------------------------------------------------------------------------
* On the submission date, email your grade, on a scale of 0 to 100, to Liam,
liamboone@gmail.com, 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)

A performance analysis on how the number of point lights affects the frame rate.

Number of Lights | Frames per Second
------------------|------------------------
1 | ~60 fps
8 | ~60 fps
27 | ~60 fps
64 | ~60 fps
125 | ~60 fps
216 | ~34 fps
343 | ~23 fps
512 | ~18 fps
729 | ~15 fps
1000 | ~13 fps
1331 | ~12 fps
1728 | ~12 fps
2197 | ~12 fps
2744 | ~12 fps

Because there's the frame rate is capped to the 60 fps refresh rate of my computer's display, it's not surprising that the first 5 entires are all around 60 fps. However, what seems to be interesting is that once the number of points lights reaches a certain number, the frame rate doesn't drop off anymore.








Despite the fact that my backface culling was a naive implementation, it still succeeded in speeding up my code. With the ability to ignore faces that weren't facing the camera, my rasterizer was able to show a rather decent speed up in the amount of time it took to compute and rasterize each frame.
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5 changes: 4 additions & 1 deletion base/PROJ_WIN/P6/P6/P6.vcxproj
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<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalLibraryDirectories>$(SolutionDir)$(Configuration);..\..\..\..\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 @@ -83,6 +83,7 @@
</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 +92,8 @@
<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">
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<None Include="..\..\..\res\shaders\shade.vert">
<Filter>Resource Files</Filter>
</None>
<None Include="..\..\..\res\shaders\bloom.frag">
<Filter>Resource Files</Filter>
</None>
<None Include="..\..\..\res\shaders\toon.frag">
<Filter>Resource Files</Filter>
</None>
<None Include="..\..\..\res\shaders\ssao.frag">
<Filter>Resource Files</Filter>
</None>
</ItemGroup>
</Project>
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newmtl white
Ka 0 0 0
Kd 0.9 0.9 0.9
Ks 0 0 0

newmtl red
Ka 0 0 0
Kd 1 0 0
Ks 0 0 0

newmtl green
Ka 0 0 0
Kd 0 1 0
Ks 0 0 0

newmtl blue
Ka 0 0 0
Kd 0 0 1
Ks 0 0 0

newmtl light
Ka 20 20 20
Kd 1 1 1
Ks 0 0 0
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