Class: 4003-571 (Computer Graphics II Undergraduate)
Professor: Warren C. Carithers
Scene to be created: A reconstruction of the Turner Whitted image used in the raytracer project, with emphasis on real-time rendering. This will sit in the Pixel pipeline on the GPU, but ultimately is a pipeline reimplementation.
Project Objectives:
- Implementation of a raytracer entirely on the GPU
- Attempt to achieve interactive frame rates
- Attempt to implement photon mapping (at least caustics)
- Microsoft's XNA2.0 Game Development Library (C#)
- Microsoft's High-Level Shader Language (HLSL) Implementation
- Microsoft Windows
- x86 Architecture
- DirectX 9.0c Compatible GPU
- XBox 360
- Small wrapper UI, quite possibly taken line for line from the raytracer project
- A packed scene descriptor language able to be transfered to the card in a 1D texture
- HLSL view plane generation algorithm
- HLSL implementation of ray intersection tests
Milestones:
- By April 17th we intend to be developing a "Checkpoint 2" image. This covers:
- Generation of scene descriptor language
- Ray intersection tests
- View plane generation
- By April 25th we intend to have the Turner Whitted image rendered fully, with recursive raytracing
- By May 17 we intend to have optimized the recursive raytracing algorithm to interactive levels (around 15 fps). We also intend to have Photon Mapping implemented, and an image demonstrating this feature.
- We will provide a short PowerPoint-backed presentation briefly describing our project, and the technologies used
- With any luck, we will be able to provide a live demo with an Xbox360 unit
- Failing that, we will provide a live demo with a laptop :(