COMP 5822M: High-Performance Graphics 2019-2020
ASSIGNMENT 3: Fur Shading in Vulkan [20 marks]
Now that we have drawn a duck, time to draw a bunny: the Stanford Bunny. You should now have functional code for rendering in Vulkan, and it is time to build a multipass pipeline for fur as described in class. You have been provided with two objects: a sphere and the Stanford Bunny, and initial choices of images for fur and fins.
Marks will be assessed as follows:
[6 marks] Basic fur effect using shells model on sphere
[6 marks] Extension to fins model
[2 marks] Fur drawn on bunny as well as sphere
[6 marks] Generate your own fins / shells model with compute pipeline
You are only allowed to use the following code resources:
vulkan-tutorial.com (except for the object loader & image loader code)
code handed out for COMP 5812M, COMP 5821M, COMP 5822M
GLM / GLFW
The standard ArcBall code
All other code must be written by you personally.
Penalties of up to 25% may be assessed for poor software engineering choices (makefiles, comments, structure, hardcoded input names, &c.)
Handin:
Please hand in the following files to the VLE:
Any code or vertex shader files
The.mtl and texture files (in .jpg or .ppm) that you have used
A readme
Do NOT handin your Visual Studio project files or anything not listed above. This includes the .obj files (to save on download time for the marker)
Deadline: Monday, April 27, 10:00 am