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Project 6: Mauricio Mutai #20

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@MauKMu MauKMu commented Nov 7, 2017

  • Repo Link
  • Features:
    • Compute shader (shaders/compute.comp)
      • Updates blades by applying forces (wind, gravity, recovery)
      • Multiple wind forces available, selected via #define
      • Orientation culling
      • View-frustum culling
      • Distance culling
      • Wind direction can be used to determine blade's final color
    • Grass pipeline stages
      • Vertex shader (shaders/grass.vert)
      • Tessellation control shader (shaders/grass.tesc)
        • Dynamically tessellates blades to varying levels of detail depending on distance from camera
      • Tessellation evaluation shader (shaders/grass.tese)
      • Fragment shader (shaders/grass.frag)
        • Two coloring modes, depending on which one was chosen in compute shader
          • Wind as color (no shading)
          • Lambert shading, with blades having constant green albedo color
    • Added NUM_BLADES as push constant for compute shader
    • Figured out how to read VkBuffer by copying it back into CPU memory
  • Feedback: I struggled a lot to understand the Vulkan pipeline at first. I think more comments in the code explaining how things connect to each other would've helped.

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