History: SoC2012 Volume Rendering with LOD aimed at terrain
Source of version: 8
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!Project Information
Proposal and discussion thread: [http://www.ogre3d.org/forums/viewtopic.php?f=13&t=69449|http://www.ogre3d.org/forums/viewtopic.php?f=13&t=69449]
Mercurial repository: [https://bitbucket.org/philiplb/ogrevolumeterrain/]
!Roadmap
Some objects on the following roadmap are pessimistically estimated like the implementation of Marching Cubes, some of them can be extended like whatnot like the material stuff. So the actual implementation might move. This roadmap is updated whenever something changes of course.
* Mai 21. - Mai 27.: GSoC start. Working on non ambigous Marching Cubes implementation.
* Mai 28. - June 03.: Marching Cubes
* June 04. - June 10.: Marching Cubes done
* June 11. - June 17.: Working on LOD
* June 18. - June 24.: Working on LOD
* June 25. - July 01.: Working on LOD done
* July 02. - July 08.: Revisiting the octree generation, research on Adaptive Distance Fields as split policy and / or QEFs again
* July 09. - July 15.: New octree generation
* July 16. - July 22.: New octree generation done
* July 23. - July 29.: Extending the triplanar texturing to a simple material system with some fallbacks
* July 30. - August 05.: Triplanar Texturing
* August 06. - August 12.: Triplanar Texturing done
* August 13. - August 19.: Testing, refactoring, optimizing, and generalizing, buffer
* August 20. - August 26.: Testing, refactoring, optimizing, and generalizing, buffer
* August 27. - August 31.: Final GSoC touches and handing in
!Weekly Progress
!!2012-04-29
* Done so far: Some CSG VolumeSource, untested 3d texture VolumeSource, generating an Octree out of the volume with debug visualization
* Forked Ogres Repo
* Ported playground project from own application to an Ogre sample project
* Adjusted all code to Ogres style guide
* Wiki page created
{IMG(src="http://www.philiplb.de/misc/2012-04-25%201227%20-%20Octree1.png",height="50%")}{IMG}
!!2012-05-06
More warmup and making a comfortable environment.
* SDKTray TextBox, Main Sample class is registered as LogListener and fills it.
* Checkbox for showing and hiding the octree.
* Hotkey "h" hides/shows all UI elements, nice for screenshots.
* Read the first half of "Effective C++" 3rd edition to brush up my C++ knowledge. Highly recommended book!
{IMG(src="http://www.philiplb.de/misc/2012-05-06%202021%20-%20Console.png",height="50%")}{IMG}
!!2012-05-13
As the Summer of Code hasn't officially started yet and also my Thesis waits for some formal stuff, I tackled
mostly stuff which is nice but not super directly relevant to the LOD isosurfacing: Triplanar Texturing! And
some other small stuff. :)
* Triplanar Texturing with a small test-mesh, implemented as CG shader.
* Finished "Effective C++". Now that went into detail...
* Began a DualCell class which currently just holds 8 corners and can add them to a manual object for debug visualization. Next step is to traverse the octree and generate the dual cell grid.
{IMG(src="http://www.philiplb.de/misc/2012-05-13%201732%20-%20Triplanar.png",height="50%")}{IMG}
!!20.05.2012
Slowly actually getting started.
* Completed the CSG cube
* Implemented the construction of the dual grid with a (switchable) debug visualization
* Put a new roadmap in the Wiki
{IMG(src="http://www.philiplb.de/misc/2012-05-20%201815%20-%20Dualgrid.png",height="75%")}{IMG}