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Vulkan-Forest-Rendering-Engine

  • Jiawei Wang, Yi Guo
  • University of Pennsylvania, CGGT

Milestone 1 (11/20/2017)

  • Better Camera Control
  • Implement the FBX importer
  • Implement rendering pipeline and shaders for trees (trunk and leaves, billboard)
  • Vertex Coloring for vertex animation
  • Add vertex animation
  • Fading Effect
  • Basic LOD(Still Debugging)

Milestone 2 (11/27/2017)

  • Terrain Building
  • Terrain Loading
  • Hardware Instancing
  • Billboard Rotating
  • Variability of Trees
  • Basic LOD
  • Skybox(Still Debugging)
Trees Rendering
Single Tree

Milestone 3 (12/04/2017)

  • Frustum culling and distance culling using Compute Shader
  • Optimize code structure to enable multiple Model Loading
  • Replace the hardcode parameters with Uniform descriptors
  • Cubemap
    • Pipeline built and works well
    • Still debugging the multi-layers image texture)
  • Gui
    • imgui library used
    • works but haven’t merged

Results

  • LOD Culling:
    • LOD0: 0 ~ 0.5 x (far_clip - near_clip)
    • LOD1: 0.3 ~ 1.0 x (far_clip - near_clip)
    • Overlapping area for the morphing
Billbaord Culling Model Culling
With Culling Without Culling
Performance Comparision of LOD Culling(270 Trees and 270 Billboards)
  • Morphing:
With Morphing Without Morphing
  • Demo

For next week

  • Density multiplication
  • Optimize the Architecture
  • GUI & Cubemap bugs fixed
  • Shadow map( Depends on time)
  • Performance analysis
    • Memory occupancy
    • Fps

Funny Bugs