[CsMain] GSoC Application
Raymond <[email protected]>
| Newsgroups | gmane.comp.graphics.crystalspace.general |
|---|---|
| Message-ID | <[email protected]> |
Hi all, I would like to apply for GSoC project. Since I have been interested in shader developing, I want to add a script driven shader system for CS. == About Me I am a master student of Computer Science in Beihang University, China. Currently I'm working in State Key Laboratory of Virtual Reality Technology and Systems. I have done some study on global illumination and soft shadow rendering and got a essay going to publish very soon on Computer Study and Development (a famouse Chinese journy). I have been using C/C++ and Linux for years. For the time being, I'm engaged in the development of People's Liberation Army(PLA) Tactical Simulation Traning System. I've participated a opensource MMORPG Shadowrun:Awakened which used CS[1] (however, it changed to use Ogre now). Also I tried to create a simple game myself[3]. What's more, I submited a few patches to gnome projects but unfortunately only one got attention of gnome mentors. == What to Solve Any one who has written complex shader should know that debugging a shader is really troublesome. it's partly because you have to deal with complicated GLSL/HLSL api. Whenever you write a deffered shader, you need to code for render target, shader map one more time. Here I want to develop a script driven shader plugin used to simplify the work needed to intergrate shaders into CS program. This is similar to Ogre's compositor script, but I plan to use a mature script language (lua or python) so that we don't need to learn another new language. So here's what I'm trying to solve: 1. Develop shader without C/C++ programming. 2. Reduce bugs caused by shaders 3. Shorten the code needed to run a shader 4. Support deffered shading and other advanced effect == The Project Works I need to do: 1. Introduce a script (lua or python) to control the logic of rendering using shader. 2. Develop a CS plugin. This plugin should extend operations of shaders, provide a interface for script, and detect hardware and switch to back up shader automaticly. 3. Create a lite script runner to load script directly, so that you can develop and debug effect without compiling. By using this system you only need shaders, and a small script demostrating how these shaders work. That's all for a effect to run in most of the cases. == Project Schedule 1st Week(24th May - 30th May): Develop basic script program interface, write a prototype that can load the script and check the crrectness of the script. Study skills need to write a CS plugin, and consider how the script should be like. 2nd to 3th Week(31st May to 13th June): Create a skeleton of the plugin. Intergrate the script related code into plugin. Write unit test for it. 4th to 6th Week(14th June to 27th June): Continue develop the plugin, make the script run and support basic functionality of GLSL. Make plugin able to manipulate the render target, texture, and combine different shaders together. 7th Week(28th June to 4th July): Try support some of the extensions of GLSL. Test it different under different versions of OpenGL and Shader Model. Make it able to detect the hardware and auto switch to lower effect level it user's hardware can't support it. 8th Week(5th July to 11th July): Create the script runner. 9th and 10th Week(12th July to 25th July): Final test the system, check if it can both work on windows and linux. Create some demo effects using this system. [1] http://awakenedmmo.org/ [2] http://code.google.com/p/rockyray/ ------------------------------------------------------------------------------ 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
application_ranjiao.txt
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== About Me I am a master student of Computer Science in Beihang University, China. Currently I'm working in State Key Laboratory of Virtual Reality Technology and Systems. I have done some study on global illumination and soft shadow rendering and got a essay going to publish very soon on Computer Study and Development (a famouse Chinese journy). I have been using C/C++ and Linux for years. For the time being, I'm engaged in the development of People's Liberation Army(PLA) Tactical Simulation Traning System. I've participated a opensource MMORPG Shadowrun:Awakened which used CS[1] (however, it changed to use Ogre now). Also I tried to create a simple game myself[2]. What's more, I submited a few patches to gnome projects but unfortunately only one got attention of gnome mentors. == What to Solve Any one who has written complex shader should know that debugging a shader is really troublesome. it's partly because you have to deal with complicated GLSL/HLSL api. Whenever you write a deffered shader, you need to code for render target, shader map one more time. Here I want to develop a script driven shader plugin used to simplify the work needed to intergrate shaders into CS program. This is similar to Ogre's compositor script, but I plan to use a mature script language (lua or python) so that we don't need to learn another new language. So here's what I'm trying to solve: 1. Develop shader without C/C++ programming. 2. Reduce bugs caused by shaders 3. Shorten the code needed to run a shader 4. Support deffered shading and other advanced effect == The Project Works I need to do: 1. Introduce a script (lua or python) to control the logic of rendering using shader. 2. Develop a CS plugin. This plugin should extend operations of shaders, provide a interface for script, and detect hardware and switch to back up shader automaticly. 3. Create a lite script runner to load script directly, so that you can develop and debug effect without compiling. By using this system you only need shaders, and a small script demostrating how these shaders work. That's all for a effect to run in most of the cases. == Project Schedule 1st Week(24th May - 30th May): Develop basic script program interface, write a prototype that can load the script and check the crrectness of the script. Study skills need to write a CS plugin, and consider how the script should be like. 2nd to 3th Week(31st May to 13th June): Create a skeleton of the plugin. Intergrate the script related code into plugin. Write unit test for it. 4th to 6th Week(14th June to 27th June): Continue develop the plugin, make the script run and support basic functionality of GLSL. Make plugin able to manipulate the render target, texture, and combine different shaders together. 7th Week(28th June to 4th July): Try support some of the extensions of GLSL. Test it different under different versions of OpenGL and Shader Model. Make it able to detect the hardware and auto switch to lower effect level it user's hardware can't support it. 8th Week(5th July to 11th July): Create the script runner. 9th and 10th Week(12th July to 25th July): Final test the system, check if it can both work on windows and linux. Create some demo effects using this system. [1] http://awakenedmmo.org/ [2] http://code.google.com/p/rockyray/