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blog post: graduation
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src/content/blog/2023-07-19_graduation.md
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---
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title: "Graduation"
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description: "It's official!"
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pubDate: "Aug 16 2023"
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heroImage: "/post_images/graduation.jpg"
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---
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Hi all, sorry for the huge delay in updates, hopefully you can cut me a just little slack... __as I
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finally graduated!__ I took an admittedly long break after classes ended in June and I am so happy
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to be able to say that I have officially completed my bachelor's degree in Computer Science. I was
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just going over some of my projects this afternoon as I continue to refine my CV and it's really
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incredible how far I've come. Like many of life's great moments I couldn't have done any of this without
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support, and I want to thank my partner Valerie. From the bottom of my heart, I appreciate all that
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you've done to help me on this journey.
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My final projects for Computer Graphics Shaders as well as Intro to Databases went exceptionally
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well. For my shaders class I chose to create a realistic motion blur based on documentation in Nvidia's
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[GPU Gems 3](https://developer.nvidia.com/gpugems/gpugems3/part-iv-image-effects/chapter-27-motion-blur-post-processing-effect).
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I was rather excited about this project and I'd like to go through a few details for anyone who might
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be interested, otherwise feel free to skip ahead.
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I used a two pass process with OpenGL and GLSL in which I first simply rendered an object to a texture. Then to create a
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per-fragment blur effect I sample the depth buffer in the fragment shader to find each pixel's current
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position and world position.
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// Sample depth buffer
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float dbAtPixel = texture(uDepthBuf, vec3(st, 1.));
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// Find view position
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vec4 viewAtPixel = vec4(s * 2 - 1, (1 - t) * 2 - 1, dbAtPixel, 1);
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// Convert to world coords, -1 to 1
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vec4 worldPos = viewAtPixel / viewAtPixel.w;
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Next, I multiply the world position by a "blur position" (a stand-in for the
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direction of movement) to find a previous position. This allows me to calculate a velocity.
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// No previous view in a static image, so we make one up with uBlurPos
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vec4 prevPos = worldPos * uBlurPos;
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// Put in range -1 to 1
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prevPos = prevPos / prevPos.w;
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// Find pixel velocity and scale it if desired
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vec2 velocity = uVelScale * vec2((currPos - prevPos)/2.);
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In the third and final stage I sample the color buffer in a loop, using the velocity to cacluate
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each fragments color. The number of times the color buffer is sampled directly impacts the quality
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of the effect, with higher sample rates resulting in a smoother and more realistic blur.
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// Sample color buffer
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vec4 color = texture(uColorBuf, st);
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// Add velocity to st coords
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st += velocity;
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// Continue sampling color buffer until preferred number of samples is reached
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for (int i = 1; i < uNumSamples; ++i, st += velocity) {
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vec4 rgba = texture(uColorBuf, st);
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color += rgba;
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}
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// Average samples to get blur color
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color = color / uNumSamples;
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Of course, all of that was very boring if you don't know what it means. Let's see what it actually
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looks like!
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![2D bunny with orange and red stripes](/post_images/graduation/bunny_no_blur.jpg)
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![2D bunny with orange and red stripes and a low quality blur](/post_images/graduation/bunny_low_sample.jpg)
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![2D bunny with orange and red stripes and a high quality blur](/post_images/graduation/bunny_high_sample.jpg)
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With those two classes completed I began the spring term and my final Capstone Project, a three
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month long grind to produce a complete piece of professional quality software. I was grouped with
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two other students and selected for the "3D Escape Room Game" - a video game intended to mimic the
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experience of a real life escape room. This was the first full video game we had ever created so
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naturally I was incredibly excited, but quite nervous too! I'll have a lot more to say about this
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project in the near future, I was required to write a few blog-style assignments so I intend on
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posting those as a series too. Unfortunately I don't think I'm allowed to make our code public, but
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on the bright side you will be able to download and actually play the game!
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