Exploration and Practice in Software Engineering (2)
3/28/23Less than 1 minute
@slidestart
Exploration and Practice in Software Engineering (2)
2023-03-28
Deformation Transfer
–
x64 12th Gen Intel(R) Core(TM) i7-1260P (16)
| Task | Iterations | Time | Kernel Time |
|---|---|---|---|
s1 -> t1 | 131072 | 0:01:12.125142 | 40.411 s |
u0 -> u0-aligned | 4096 | 0:00:03.423797 | 1.429 s |
s1 -> u1-aligned | 131072 | 0:01:20.373831 | 44.751 s |
all | 2m44s |
–
cuda NVIDIA GeForce RTX 3090
| Task | Iterations | Time | Kernel Time |
|---|---|---|---|
s1 -> t1 | 131072 | 0:01:25.160106 | 9.193 s |
u0 -> u0-aligned | 4096 | 0:00:06.077657 | 0.453 s |
s1 -> u1-aligned | 131072 | 0:01:23.951527 | 8.746 s |
all | 3m18s |
Tiny Mesh Viewer
–
Develop Environment
- Build System:
CMake - Dependencies:
boost-signals2,cxxopts,glad,glfw3,glm,openmesh,spdlog - Documentation:
Doxygen - Editor:
VS Code - Language Server:
clangd - Package Manager:
vcpkg - Sanitizers:
ASan,UBSan - Static Analysis:
clang-tidy - Style:
clang-format(Based on Google),cpplint - Toolchain:
LLVM/Clang-15
–
Gouraud & Phong Shading
- Gouraud: compute color in Vertex Shader
- Phong: compute color in Fragment Shader
–
Shaders (Phong)
- Vertex Shader:
- IN:
Pos,Normal - OUT:
FragPos,Normal(gl_Position)
- IN:
- Fragment Shader:
- IN:
FragPos,Normal - OUT:
Color
- IN:
@slideend