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560 changes: 560 additions & 0 deletions .gitignore

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44 changes: 39 additions & 5 deletions README.md
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Expand Up @@ -3,10 +3,44 @@ Vulkan Grass Rendering

**University of Pennsylvania, CIS 565: GPU Programming and Architecture, Project 5**

* (TODO) YOUR NAME HERE
* Tested on: (TODO) Windows 22, i7-2222 @ 2.22GHz 22GB, GTX 222 222MB (Moore 2222 Lab)
* Zhuohao Lin
* [LinkedIn](https://www.linkedin.com/in/zhuohao-lin-960b54194/)
* Tested on: Windows 10, i7-10875H @ 2.30GHz 16GB, NVIDIA Grforce RTX 2060 6GB (personal machine)

### (TODO: Your README)
# Overview
This project implements real-time grass rendering based on a [paper](https://www.cg.tuwien.ac.at/research/publications/2017/JAHRMANN-2017-RRTG/JAHRMANN-2017-RRTG-draft.pdf) about `responsive real-time rendering for general 3D scenes`.
![](img/overview.gif)

*DO NOT* leave the README to the last minute! It is a crucial part of the
project, and we will not be able to grade you without a good README.
# Features
### `Physics Simulation`
I apply recovery, gravity and wind forces on the grass in this project. The comparison between using forces and not using forces is shown below.
Without Forces | With Forces
:-------------------------:|:-------------------------:
![](img/noForce.PNG) | ![](img/force.gif)

### `Optimizations by Culling`
By culling grass based on orientation, view frustrum and distance, the program gets quite obvious FPS improvement.

Orientation Culling:
![](img/orientation.gif)

View Frustrum Culling:
![](img/frustrum.gif)

Distance Culling:
![](img/distance.gif)

# Performance Analysis

### `How performance of the renderer change with different number of grass blades`

![](img/bladeNumber.PNG)

The FPS drops as the number of grass blades increases. This is expected since there are more data needs to be computed with more grass blades.

### `Improvement from Culling`
All of the data below are derived under 640 x 480 resolution with 2<sup>13</sup> grass blades.

![](img/culling.PNG)

As we can see, all of culling methods contribute decent amount of performance improvements, especially for the orientation culling. This is simply because I set the threshold for culling low.
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