Re: [CsMain] GSoC 2010
Andrei-Teodor RADU <[email protected]>
| Newsgroups | gmane.comp.graphics.crystalspace.general |
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| Message-ID | <D8C654F3016A4449A236D2526E0EF9990F26F5F9@DB2PRD0102MB004.eurprd01.prod.exchangelabs.com> |
Thanks for pointing this out (SSS was there because,at first, I was thinking of doing object space AO, which implied using an object hierarchy, which could also be used for SSS). I switched my optional goals to depth peeling and testing out some fog implementations. ________________________________________ From: Christian Van Brussel [[email protected]] Sent: Wednesday, March 31, 2010 4:08 PM To: CS developers and users list Subject: Re: [CsMain] GSoC 2010 One problem I see is about the optional SSS implementation. The problem is that it is completely different from SSAO, and maybe also much more complex, and you won't most probably have the time to work well on this, you'll just start something with no guarantee that someone will ever finish your work. It would probably be better to spend the remaining time on improving the SSAO system, trying to generalize some parts, etc. For instance, the Z-buffer may be re-used in other effects such as postproc fog (there were recently some discussion on that topic, see the mails "Far plane fog" of 19-22 February on the Crystal-develop mailing list). A general shader layer for advanced Z-buffering, and maybe some tests on fogging are probably more interesting than a draft of SSS. ------------------------------------------------------------------------------ Download Intel® Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev _______________________________________________ Crystal-main mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[email protected]?subject=unsubscribe
AndreiRadu_GSoC_Proposal.pdf
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