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Project 2 Submission #10

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37 changes: 37 additions & 0 deletions .github/workflows/build-and-deploy.yml
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name: Build and Deploy
on:
push:
branches:
- master
jobs:
build-and-deploy:
runs-on: ubuntu-latest
steps:
- name: Checkout 🛎️
uses: actions/[email protected]
with:
persist-credentials: false

- uses: actions/setup-node@v2-beta
with:
node-version: "15.x"

- uses: actions/cache@v2
with:
# npm cache files are stored in `~/.npm` on Linux/macOS
path: ~/.npm
key: ${{ runner.os }}-build-${{ hashFiles('**/package-lock.json') }}

- name: Install and Build 🔧
run: |
npm ci
export NODE_ENV=production
npm run-script build
touch dist/.nojekyll
- name: Deploy 🚀
uses: JamesIves/[email protected]
with:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
BRANCH: gh-pages
FOLDER: dist
CLEAN: true
123 changes: 44 additions & 79 deletions README.md
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@@ -1,81 +1,46 @@
# CIS 566 Homework 2: Implicit Surfaces

## Objective
- Gain experience with signed distance functions
- Experiment with animation curves

## Base Code

Please feel free to use this code as a base (https://www.shadertoy.com/view/fsdXzM)

The code we have provided for this assignment features the following:
- A square that spans the range [-1, 1] in X and Y that is rendered with a
shader that does not apply a projection matrix to it, thus rendering it as the
entirety of your screen
- TypeScript code just like the code in homework 1 to set up a WebGL framework
- Code that passes certain camera attributes (listed in the next section),
the screen dimensions, and a time counter to the shader program.

## Assignment Requirements
- __(10 points)__ Modify the provided `flat-frag.glsl` to cast rays from a
virtual camera. We have set up uniform variables in your shader that take in
the eye position, reference point position, and up vector of the `Camera` in
the provided TypeScript code, along with a uniform that stores the screen width
and height. Using these uniform variables, and only these uniform variables,
you must write a function that uses the NDC coordinates of the current fragment
(i.e. its fs_Pos value) and projects a ray from that pixel. Refer to the [slides
on ray casting](https://docs.google.com/presentation/d/e/2PACX-1vSN5ntJISgdOXOSNyoHimSVKblnPnL-Nywd6aRPI-XPucX9CeqzIEGTjFTwvmjYUgCglTqgvyP1CpxZ/pub?start=false&loop=false&delayms=60000&slide=id.g27215b64c6_0_107)
from CIS 560 for reference on how to cast a ray without an explicit
view-projection matrix. You'll have to compute your camera's Right vector based
on the provided Up vector, Eye point, and Ref point. You can test your ray
casting function by converting your ray directions to colors using the formula
`color = 0.5 * (dir + vec3(1.0, 1.0, 1.0))`. If your screen looks like the
following image, your rays are being cast correctly:
![](rayDir.png)
- __(70 points)__ Create a scene using raymarched signed distance functions.
The subject of your scene should be based on some reference image, such as a
shot from a movie or a piece of artwork. Your scene should incorporate the
following elements:
- The SDF combination operation Smooth Blend.
- Basic Lambertian reflection using a hard-coded light source and SDF surface normals.
- Animation of at least one element of the scene, with at least two Toolbox Functions
used to control the animation(s).
- Hard-edged shadows cast by shapes in the scene onto one another using a shadow-feeler ray.

For the next assignment you will build upon this scene with procedural textures and more
advanced lighting and reflection models, so don't worry if your scene looks a bit drab
given the requirements listed above.

- __(10 points)__ Following the specifications listed
[here](https://github.com/pjcozzi/Articles/blob/master/CIS565/GitHubRepo/README.md),
create your own README.md, renaming this file to INSTRUCTIONS.md. Don't worry
about discussing runtime optimization for this project. Make sure your
README contains the following information:
- Your name and PennKey
- Citation of any external resources you found helpful when implementing this
assignment.
- A link to your live github.io demo (refer to the pinned Piazza post on
how to make a live demo through github.io)
- An explanation of the techniques you used to model and animate your scene.

## Useful Links
- [IQ's Article on SDFs](http://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm)
- [IQ's Article on Smooth Blending](http://www.iquilezles.org/www/articles/smin/smin.htm)
- [IQ's Article on Useful Functions](http://www.iquilezles.org/www/articles/functions/functions.htm)
- [Breakdown of Rendering an SDF Scene](http://www.iquilezles.org/www/material/nvscene2008/rwwtt.pdf)


## Submission
Commit and push to Github, then submit a link to your commit on Canvas. Remember
to make your own README!

## Inspiration
- [Alien Corridor](https://www.shadertoy.com/view/4slyRs)
- [The Evolution of Motion](https://www.shadertoy.com/view/XlfGzH)
- [Fractal Land](https://www.shadertoy.com/view/XsBXWt)
- [Voxel Edges](https://www.shadertoy.com/view/4dfGzs)
- [Snail](https://www.shadertoy.com/view/ld3Gz2)
- [Cubescape](https://www.shadertoy.com/view/Msl3Rr)
- [Journey Tribute](https://www.shadertoy.com/view/ldlcRf)
- [Stormy Landscape](https://www.shadertoy.com/view/4ts3z2)
- [Generators](https://www.shadertoy.com/view/Xtf3Rn)
![Header](images/header2.gif)

In this project, I aimed to create a raymarched scene, replicating a screenshot from Sky: Children of Light by thatgamecompany.

### Demo / Installation
Live demo: https://asalexan.github.io/hw02-raymarching-sdfs/

To run locally:
1. Clone this repo
2. run `npm i`
3. run `npm start`

### Process
I first started with a mockup of the screenshot I wanted to replicate, which you can see below:

![Mockup](images/sky_mockup.jpg)

In order to produce the initial geometry and lambertian shading, I added the following elements:
- **Forest SDF:** I created a ForestSDF, which places trees (composed of TreeSDFs) in the scene given a list of Tree structs with varying positions, radii, and heights. The trees themselves are cylinders smoothblended with cones at the bases.
- **Temple SDF:** The TempleSDF is composed of columns, a base, and a roof. There is one ColumnSDF, which is reflected across the x and z axes by taking the absolute value of the input point, creating four symmetric columns. The rest of the temple is built out of rounded box SDFs.
- **Terrain Height Field:** I created a function f(x, z) that returns a height to be compared against the query point y. The ground is deformed with perlin noise to create hills, and the path is just a sine wave. If the query point resides close to or inside the path in the x direction, it's colored appropriately, and the height is interpolated down to a flat terrain height.
- **Distance Fog:** There are two different color interpolations done according to z-distance. The first (closest) is interpolation between the lambert color and the blue fog color. The second, for farther objects, is interpolation between alpha 1.0 and alpha 0.0 to simulate objects fading into the distance.
- **Hard Shadows:** Hard shadows are produced by shadow feeler rays cast toward the sky light source (behind the trees on the left side). Since they make the animation too slow, they're not in the demo, but you can see a screenshot of these below.


![With Shadows](images/shadows.png)

### Resources
I used the following resources as reference:

[SDFs, SDF Symmetry](https://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm)

[Height Fields](https://www.iquilezles.org/www/articles/terrainmarching/terrainmarching.htm)

### Bloopers

**The Hard Shadows Are A Bit Aggressive**
![Blooper 1](images/blooper1.png)

**Save Me From This Prison?**
![Blooper 3](images/blooper3.png)

**No One Will Think to Look At It From This Angle...Right?**
![Blooper 4](images/blooper5.png)
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