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29 changes: 18 additions & 11 deletions README.md
Original file line number Diff line number Diff line change
Expand Up @@ -3,25 +3,32 @@ WebGL Forward+ and Clustered Deferred Shading

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

* (TODO) YOUR NAME HERE
* Tested on: (TODO) **Google Chrome 222.2** on
Windows 22, i7-2222 @ 2.22GHz 22GB, GTX 222 222MB (Moore 2222 Lab)
* Szeyu Chan
* [LinkedIn](https://www.linkedin.com/in/szeyuchan11/)
* Tested on: Windows 10, i7-10510U @ 1.80GHz 16GB, MX250 2048MB (Personal Laptop)

### Live Online

[![](img/thumb.png)](http://TODO.github.io/Project5-WebGL-Forward-Plus-and-Clustered-Deferred)
![](img/thumb.png)
https://asteriskchan.github.io/Project5-WebGL-Forward-Plus-and-Clustered-Deferred/

### Demo Video/GIF
### GIF

[![](img/video.png)](TODO)
![](img/thumb.gif)

### (TODO: Your README)
### Features
* Forward+ Rendering
* Clustered Deferred Renderring
* Deferred Blinn-Phong shading

*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.
### Performance
#### Light Number
![](img/lightnum.png)
We can find that with the increase of light number, the clustered deferred method has a better performance. It is mainly because when the total light number is big, the light number in each cluster also increases, which is still expensive for forward+ rendering. While when the light number is small, the cost of sending buffers cannot be negligible in deferred rendering, so its performance is worse than forward+ rendering.

This assignment has a considerable amount of performance analysis compared
to implementation work. Complete the implementation early to leave time!
#### Blinn-Phong Shading
![](img/shading.png)
We test lambert shading and Blinn-Phong shading using clustered deferred rendering. Lambert shading can always be more efficiency because of its less computation.


### Credits
Expand Down
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