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139 changes: 139 additions & 0 deletions .ycm_extra_conf.py
Original file line number Diff line number Diff line change
@@ -0,0 +1,139 @@
# This file is NOT licensed under the GPLv3, which is the license for the rest
# of YouCompleteMe.
#
# Here's the license text for this file:
#
# This is free and unencumbered software released into the public domain.
#
# Anyone is free to copy, modify, publish, use, compile, sell, or
# distribute this software, either in source code form or as a compiled
# binary, for any purpose, commercial or non-commercial, and by any
# means.
#
# In jurisdictions that recognize copyright laws, the author or authors
# of this software dedicate any and all copyright interest in the
# software to the public domain. We make this dedication for the benefit
# of the public at large and to the detriment of our heirs and
# successors. We intend this dedication to be an overt act of
# relinquishment in perpetuity of all present and future rights to this
# software under copyright law.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
# EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
# MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
# IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
# OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
# ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
# OTHER DEALINGS IN THE SOFTWARE.
#
# For more information, please refer to <http://unlicense.org/>

import os
import ycm_core

# These are the compilation flags that will be used in case there's no
# compilation database set (by default, one is not set).
# CHANGE THIS LIST OF FLAGS. YES, THIS IS THE DROID YOU HAVE BEEN LOOKING FOR.
flags = [
'-lglut',
'-lGL',
'-lGLEW',
'-Wall',
'-Wextra',
'-Werror',
'-Wc++98-compat',
'-Wno-long-long',
'-Wno-variadic-macros',
'-fexceptions',
'-DNDEBUG',
'-DUSE_CLANG_COMPLETER',
# THIS IS IMPORTANT! Without a "-std=<something>" flag, clang won't know which
# language to use when compiling headers. So it will guess. Badly. So C++
# headers will be compiled as C headers. You don't want that so ALWAYS specify
# a "-std=<something>".
# For a C project, you would set this to something like 'c99' instead of
# 'c++11'.
'-std=c++11',
# ...and the same thing goes for the magic -x option which specifies the
# language that the files to be compiled are written in. This is mostly
# relevant for c++ headers.
# For a C project, you would set this to 'c' instead of 'c++'.
'-x',
'c++',
'-I/usr/local/cuda/samples/common/inc',
'-I/usr/local/cuda/include'
]

# Set this to the absolute path to the folder (NOT the file!) containing the
# compile_commands.json file to use that instead of 'flags'. See here for
# more details: http://clang.llvm.org/docs/JSONCompilationDatabase.html
#
# Most projects will NOT need to set this to anything; you can just change the
# 'flags' list of compilation flags. Notice that YCM itself uses that approach.
compilation_database_folder = ''

if compilation_database_folder:
database = ycm_core.CompilationDatabase( compilation_database_folder )
else:
database = None


def DirectoryOfThisScript():
return os.path.dirname( os.path.abspath( __file__ ) )


def MakeRelativePathsInFlagsAbsolute( flags, working_directory ):
if not working_directory:
return list( flags )
new_flags = []
make_next_absolute = False
path_flags = [ '-isystem', '-I', '-iquote', '--sysroot=' ]
for flag in flags:
new_flag = flag

if make_next_absolute:
make_next_absolute = False
if not flag.startswith( '/' ):
new_flag = os.path.join( working_directory, flag )

for path_flag in path_flags:
if flag == path_flag:
make_next_absolute = True
break

if flag.startswith( path_flag ):
path = flag[ len( path_flag ): ]
new_flag = path_flag + os.path.join( working_directory, path )
break

if new_flag:
new_flags.append( new_flag )
return new_flags


def FlagsForFile( filename ):
if database:
# Bear in mind that compilation_info.compiler_flags_ does NOT return a
# python list, but a "list-like" StringVec object
compilation_info = database.GetCompilationInfoForFile( filename )
final_flags = MakeRelativePathsInFlagsAbsolute(
compilation_info.compiler_flags_,
compilation_info.compiler_working_dir_ )

# NOTE: This is just for YouCompleteMe; it's highly likely that your project
# does NOT need to remove the stdlib flag. DO NOT USE THIS IN YOUR
# ycm_extra_conf IF YOU'RE NOT 100% YOU NEED IT.
'''
try:
final_flags.remove( '-stdlib=libc++' )
except ValueError:
pass
'''
else:
relative_to = DirectoryOfThisScript()
final_flags = MakeRelativePathsInFlagsAbsolute( flags, relative_to )

return {
'flags': final_flags,
'do_cache': True
}
2 changes: 1 addition & 1 deletion PROJ4_NIX/makefile
Original file line number Diff line number Diff line change
@@ -1,6 +1,6 @@
#All cuda paths are for v5.0+

NVCC = nvcc -m64
NVCC = nvcc -m64 -arch=sm_13
CC = gcc -m64
CPPC = g++ -m64

Expand Down
127 changes: 127 additions & 0 deletions README.md
Original file line number Diff line number Diff line change
@@ -1,3 +1,130 @@
![cow_shade_fill](renders/cow_shade_fill.png)

-------------------------------------------------------------------------------
CIS565: Project 4: CUDA Rasterizer
-------------------------------------------------------------------------------
Fall 2013

For this project I've implemented the following features:
* Vertex Shading
* Primitive Assembly with support for triangle VBOs/IBOs
* Perspective Transformation
* Rasterization through either a scanline or a tiled approach
* Fragment Shading
* A depth buffer for storing and depth testing fragments
* Fragment to framebuffer writing
* Lambert shading in the fragment shader


And the following additional features:
* Correct color interpolation ( I don't expect this feature to add much computational effort since I'm already performing barycentric coordinate based computations for normals, depth, etc ... )
* Mouse based interactive camera
* Back-face culling

Color interpolation ( shaded and non-shaded ):
![cow_interp](renders/cow_interp.png)
![cow_interp_fill](renders/cow_shade_interp.png)

I also implemented some simple debugging modes:

Normals:

![cow_normals](renders/cow_smooth_normals.png)

Featureless fill:

![cow_fill](renders/cow_fill.png)


-------------------------------------------------------------------------------
Video:
-------------------------------------------------------------------------------
Here is a video of me showing off the interactive camera and viewing modes

http://youtu.be/CzJuF8zyuok

The camera is a bit awkward to use, but its a nice start.
* left-click: rotate-x/y
* left-click-shift: pan-x/y
* left-click-ctrl: zoom / rotate-z


-------------------------------------------------------------------------------
Performance:
-------------------------------------------------------------------------------

TileSize vs Framerate for cow_smooth2.obj:
* 1 | 12
* 2 | 14
* 4 | 15
* 8 | 16
* 16 | 17
* 32 | 18
* 64 | 19
* 128 | 18
* 256 | 18
* 512 | 17

A tilesize of 64 is the sweeet spot leading to maximum framerate. It seems that
the tilesize doesn't have a huge effect on framerate except towards the smaller
end. In my implementation memory is allocated/freed every frame so I feel that
a performance improvement can be gained there.

The greatest performance hit occurs as individual triangles take up larger
amounts of the screen size since my implementation has a single thread
per triangle bounding box. A performance improvement could be gained there
by dividing that bounding box into smaller tiles and allocated a thread per
tile.

Finally, I just use flags to indicate if a primitive should be processed or not.
I think performance could be improved by not wasting threads by performing
stream compaction on the primitives.

#### Color interpolation
Removing all barycentric operations leads to the same 19fps for a tilesize of 64.
When it comes down to it the barycentric coordinate computations cosist of a
few multiplies.

#### Back-face culling
Without back-face culling the framerate drops to 17fps for a tilesize of 64.
This is expected, and awesome!

#### Interactive camera
The primary losses with regards to the interactive camera come from the user
being able to get too-close to the model triangles leading to large performance
losses as mentioned above


-------------------------------------------------------------------------------
Thanks:
-------------------------------------------------------------------------------
Thanks to Nathan Marshak for providing the cow_smoothed2.obj cow.obj with smoothed normals


-------------------------------------------------------------------------------
First Steps
-------------------------------------------------------------------------------
![first_steps](renders/first_steps.png)

I've implemented the first steps of the rasterizer and the above image shows
the progress I've made so far
- Vertex Shader with identity model-view-projection matrix and perspective division.
I'm not sure if this should be done here but it works
- Primitive Assembly
- Rasterization, using the triangle AABB and barycentric coordinates to check
if the pixel is inside the triangle. I also added linear vertex color
interpolation in window space using the barycentric coordinates because its
pretty


Theres still a lot to do:
- Actual model-view-project transformations, hopefully using interactive camera :)
- Fragment Shading
- Depth Buffer
- Lighting

I still haven't decided what additional features would be cool.

-------------------------------------------------------------------------------
CIS565: Project 4: CUDA Rasterizer
-------------------------------------------------------------------------------
Expand Down
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