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CIS565: Project 6 -- Deferred Shader

Fall 2014

Due Wed, 11/12/2014 at Noon


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.


CONTENTS:

The Project5 root directory contains the following subdirectories:

  • js/ contains the javascript files, including external libraries, necessary.
  • assets/ contains the textures that will be used in the second half of the assignment.
  • resources/ contains the screenshots found in this readme file.

This Readme file edited as described above in the README section.


OVERVIEW:

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.


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)
  • 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.

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:

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)

  • To check if you have set the flag properly, you can open chrome://version and check under the flags

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:

python -m SimpleHTTPServer


RESOURCES:

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


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
  • A performance evaluation (described in detail below).

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.

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.


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.

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.

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

Many thanks to Cheng-Tso Lin, whose framework for CIS700 we used for this assignment.

This project makes use of three.js.

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