|Austin Morlan d46be66e55||11 months ago|
|Source||3 years ago|
|CMakeLists.txt||3 years ago|
|LICENSE||3 years ago|
|README.md||11 months ago|
Software 3D Renderer (2018)
- OBJ model import
- Depth buffering
- Texture mapping with bilinear filtering
- Lighting (ambient, diffuse, specular)
- Smooth shading
Implement basic GPU pipeline in software
To best learn what a GPU is doing, I wanted to recreate the functionality of the GPU in software. It's not anywhere near as fast as a GPU of course, but it's not slow either (for a single model that is relatively low-poly).
Good cache performance
The biggest bottleneck of modern CPU performance is latency between memory and the CPU, so I tried to use spatial and temporal locality to keep data in the cache. Although I chose to go for array-of-structs instead of struct-of-arrays, the cache miss rate is fairly low.
I created my own very basic OBJ loader (rather than use
tinyobj) to better
understand how OBJ files are constructed, along with their respective MTL files.
I also wrote my own linear algebra functions and classes (rather than use
to better understand the low-level math operations.