Re: [CsMain] GSoC 2010

Andrei-Teodor RADU <[email protected]>
Newsgroups gmane.comp.graphics.crystalspace.general
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.

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