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Sam Lee HW2 Submission #25

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87 changes: 13 additions & 74 deletions README.md
Original file line number Diff line number Diff line change
@@ -1,81 +1,20 @@
# CIS 566 Homework 2: Implicit Surfaces
Name : Samantha Lee
PennKey : smlee18

## Objective
- Gain experience with signed distance functions
- Experiment with animation curves
Inspiration: https://www.youtube.com/watch?t=596&fbclid=IwAR1bL0yg79VJTeRl3MopTtCPIDUA2mSWdGRWKI08Wkx3qX8kYcUEaylCWIo&v=zlZR8nePEOY&feature=youtu.be&ab_channel=PratulDesigns

## Base Code
Live Demo: https://18smlee.github.io/hw02-raymarching-sdfs/

Please feel free to use this code as a base (https://www.shadertoy.com/view/fsdXzM)
## Cylinders
- Performed opRepLim on a block of cylinders and smooth subtracted them from the floor plane
- Did the same function on a block of cylinders with a slightly smaller radius to give the illusion that they are coming in and out of the floor
- Applied a cosine function to the cylinder heights and floored the input in order to keep the cylinder tops unwarped

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.
## Pendulum
- Smooth blended a sphere and a rod together to create a pendulum
- Applied a smoothstep pulsing function to the y coordinate of the pendulum and a cos to the z coordinate to create a swinging motion

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)
## Notes
I really liked the look of the 3D rendered satisfying videos - so I took inspiration from one I found online! In the future I will be timing the swing of the pendulum to follow exactly the wave of the cylinders. I would also like to add more balls to scene to make it a bit more complex looking.
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16 changes: 0 additions & 16 deletions package-lock.json

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4 changes: 2 additions & 2 deletions src/main.ts
Original file line number Diff line number Diff line change
Expand Up @@ -61,8 +61,8 @@ function main() {
// Initial call to load scene
loadScene();

const camera = new Camera(vec3.fromValues(0, 0, -10), vec3.fromValues(0, 0, 0));

const camera = new Camera(vec3.fromValues(-6 * 0.8, 7 * 0.8, 10 * 0.8), vec3.fromValues(0, 0, 0));
const renderer = new OpenGLRenderer(canvas);
renderer.setClearColor(164.0 / 255.0, 233.0 / 255.0, 1.0, 1);
gl.enable(gl.DEPTH_TEST);
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