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Project 4: David Grosman #11

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  • Project Link
  • dgrosman
  • Completed Features (and bells and whistle for cow):
    • Vertex shading. (_vertexTransformAndAssembly in rasterize.cu)
    • Primitive assembly with support for triangles read from buffers of index and vertex data. (_primitiveAssembly in rasterize.cu)
    • Rasterization. (_rasterize in rasterize.cu)
    • Fragment shading. Using Blinn-Phong with ambient, diffuse and specular light effects. (render in rasterize.cu)
    • A depth buffer to store and depth test fragments.
    • Fragment-to-depth-buffer writing (with atomics for race avoidance).
    • Toon Shading by Post processing the fragment buffer divided into "tiles" and using Sobel Filter.
    • Backface culling, optimized using thrust's stream compaction.
    • UV texture mapping with bilinear texture filtering and perspective correct texture coordinates.
    • Support for rasterizing additional primitives:
      • Lines or line strips (Press W to toggle between model drawing and wireframe mode).
      • Points (Press P to toggle between model drawing and point-cloud mode).
  • Note: You must include "C:\Program Files\NVIDIA GPU Computing Toolkit\CUDA\v8.0\lib\x64\cudadevrt.lib;" in your Project Properties' Linker Input's Additional Dependencies field to get the Project running. This is because I am using thrust::remove_if() for my back-face culling phase. (And I couldn't figure out in which CMakeList file to specify it in)

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