User:Yiming/GSoC 2018/Week5

GSoC Week5 Status
YimingWu

( I just saw this new wiki, will migrate the old pages of mine here soon:) )

Things have done
Last week's plan is almost exactly finished, except some are put off, will then implement them when the line style layering system is designed and implemented.


 * 1) Last week's dpix shader has some weird behavior with non-uniform object scale, Fixed now.
 * 2) Multisample display achieved. Seems no need for user selected multisample because all our tests seems to produce fluent framerate at sample==8. will add this feature if there's extensive requirements.
 * 3) Camera distance controlled line style implemented. Light direction contolled one need further design. (e.g. select light object or input a vector or something...)
 * 4) Material seperate lines and edge marks ok.
 * 5) Made render_to_image work, but don't produce result. probably have something to do with multisample.

Next week

 * 1) I have gathered some suggestions from various places. I will list the major requests from the users, and see what can be implemented first.
 * 2) For coding, Many people have asked for intersection line rendering, and it is also one major feature in LANPR. I think I will then adapt the data structure to achive intersection computation. (and because future works also dependes on it)
 * One thing about accurate intersection calculation is that it should be pre-calculated on cpu side, and then we can send the cached intersection lines to GPU. so when scene have objet/mesh updates then the intersection cache will be re-calculated. This is a time consuming work.
 * But I still remember there's a paper on GPU intersection calculation but can't find it anywhere. If there's anyone happened to be familiar with it please let me know. Thanks
 * 1) Document some code usages.
 * 2) It seems that dot-dash/ wiggle line style are not quite the interest of the user, so I think I will just focus on LineStyle layer deisgn and adapting intersection code next week.

Questions
I have listed questions (and some answers) here in a seperate wiki page. [Oh, no wait!.....]