History: SoC2012 Implementation of Off-Screen Particles
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Project covers implementation of "GPU gems 3. Chapter 23. High-Speed, Off-Screen Particles"
from: http://http.developer.nvidia.com/GPUGems3/gpugems3_ch23.html.
It is being realised during "Google Summer of Code 2012".
Student assigned to the project: Karol Badowski.
Promotor of the project: Assaf Raman.
Project repository is a fork of OGRE mercurial repository (revision 8d3b960cce3e),
aviable at: https://bitbucket.org/KarolBadowski/ogre-gsoc2012-offscreenparticles
Project discussion thread on official OGRE forum: http://www.ogre3d.org/forums/viewtopic.php?f=13&t=69771
Milestones:
{FANCYLIST()}
__preparation before implementation__:
__depth acquisition__:
__downsampled rendering__:
__render target merging & shaders__:
__mixed resolution rendering__:{FANCYLIST}
Tasks for each milestone:
1:
- requirements specification
- UML diagrams
- reading tutorials
- understanding documentation
2:
- two pass depth acquisition
- multi render target depth acquisition
- z-buffer depth acquisition
- alpha channel depth acquisition
- automatisation of depth acquisition technique choice
3:
- dowsampling with variable scale
- point sampling depth renderer
- maximum of depth samples renderer
4:
- alpha-blending
- binary depth test
- soft particles
5:
- edges detection
- stenciling