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Project 4: Dominik Kau #40

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@dominikkau dominikkau commented Jan 9, 2025

  • Repo Link
  • Live Demo
  • Features
    • Naive Renderer
    • Forward+ Renderer
    • Clustered-Deferred Renderer
  • Extra Credit
    • (+10) Optimized G-Buffer (I decided against a compute shader in the end, after having implemented it. In order to write to the canvas texture from a compute shader, the 'bgra8unorm-storage' feature has to be available, which it wasn't on my GPU and I didn't want to sacrifice performance in all other renderers by using 'rgba8unorm'. Source: https://gist.github.com/greggman/295e38eeedf5957ac50179308666d98b. I hope this doesn't mean a deduction in points, because the compute shader was actually even simpler than the vertex+fragment shader setup.)
  • Feedback: I struggled a lot with this one. Without any background in how graphics piplines work, there was a lot to catch up on. That's especially true, because I want to understand why I should be doing the things that I can find in the slides or online. It was however still a very fun project and I'm glad I spent so much time learning about everything involved!

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