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GSoC Week4 Status

YimingWu

Things have done

  1. Basic DPIX algorithm implemented. Occlusion test is done directly through depth buffer and polygon offset (to avoid z-fighting). Depth sampling method seems not quite necessary for generating normal lines.
  2. Separated source code into several new files for better organization.
  3. Fixed several bugs caused by optimization, including depth lost and taper option not working.
  4. Used GL_LINE_SMOOTH and GL_POLYGON_SMOOTH to achieve basic anti-alias. (Later I was informed that Multisample texture is supported by Blender's api.)

Screenshots and videos! (Many people have been following the project's status on Twitter, you might have seen most of the images.)

[click to see test video] by Huanghai

NPRWeek4 1.png NPRWeek4 2.png

Next week

  1. I'm currently making some ui concepts for NPR rendering control during this weekend.
  2. Must fix normal matrix problem in DPIX, currently not-one scale factor will cause strange behavior....
  3. Redo the multisample shader. should be very quick. (also, this feature can be enable/disabled by user, and the choosing of multisample quality should also be implemented)
  4. camera distance, light controlled line thickness and transparency should be implemented.
  5. Material seperate lines and edge marks should be implemented.
  6. Rendering should accept post-modifier mesh. Morphing animation should be supported by then.
  7. Dash line style or textured line style need further research, expecially when DPIX algorithm doesn't natually produce continuous line.

Q&A

(About coding) Check here>>>