Honours project

An investigation of real-time deep G-Buffer applications in screen-space rendering


Outline

My honours project is currently under development and will be until May 2017. The project aims to investigate the benefits of deep G-Buffers in various screen-space rendering effects. Deep G-Buffers is a 2-layer Layered Depth Image technique developed by Michael Mara, Morgan McGuire, Derek Nowrouzezahrai and David Luebke. They showed that with access to information for both a visible and occluded layer of scene information a variety of screen-space effects can be made more robust.

I wanted to carry out this research as it includes many areas of 3D rendering I am unfamiliar with. Through the development of the project, I hope to gain a greater insight into the cutting edge of modern rendering.

You can read the proposal for the project here.

Implementation

The project will be developed using my own D3D11 framework. The code for the project can be found on GitHub here.

Currently, the framework includes a basic forward renderer and simple debug interface. As the project continues, I will add additional features to aid development. I will keep a log of the project progress in a series of blogs here.

The current timeline for the project looks something like this.

Project schedule. Task duration given in days. Yellow = expected duration, Green = worst case duration

Project schedule. Task duration given in days. Yellow = expected duration, Green = worst case duration

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