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@xueyinw xueyinw commented Oct 30, 2016

  1. About Graphics Pipeline
    • Vertex shading
    • Primitive assembly with support for triangles read from buffers of index and vertex data
    • Rasterization
    • Fragment shading
    • A depth buffer for storing and depth testing fragments
    • Fragment-to-depth-buffer writing (with atomics for race avoidance)
  2. Extra Coolness
    • Lambert and Blinn-Phong shading
    • UV texture mapping with bilinear texture filtering
    • UV texture mapping with perspective correct texture coordinates
    • Support rasterizing Triangles, Lines, Points
    • Super Sampling Anti-Aliasing (SSAA)
    • Correct color interpolation between points on a primitive

SORRY FOR THE LATE!
I use 2 late days on this project. Start early but during last week spend 4 days reviewing a mid-term + do MOCAP work for students who take CIS 462/562 this semester. Rasterizer needs lots coding stuff and time, and I did basics and several minor extra coolness. Details are all in my repo :)
Sorry again!
Hope I will not use my another 2 late days for this semester!

Best,
Xueyin

xueyin wan added 30 commits October 28, 2016 22:29
…bilinear texture filtering, , texture mapping

Finish all basic part, Lambert, blinn phong, UV texture mapping with
bilinear texture filtering, , texture mapping
Shit my computer broke down and I missed I former edtion of
readme..........................................!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!AAAAAAAAAAAAAAAAAAAAAA!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Why I'm so stupid at minor mistakes!!!!!!!!!!!
…elegent! ORGANIZE MY CODE!

Organize Code....
Use eyenor to represent depth. Feel cool!
Update Result Pictures
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