Greetings,
 Unfortunately I have no reply on this message, and I am interested in what
are the points of my project ideas I should pay special attention for?




-----Original Message-----
From: SilverMax [mailto:[email protected]] 
Sent: Thursday, April 02, 2009 12:07 AM
To: 'CS developers and users list'
Subject: Re: [CsMain] GSoC project ideas



-----Original Message-----
From: Jorrit Tyberghein [mailto:[email protected]] 
Sent: Monday, March 30, 2009 11:08 PM
To: CS developers and users list
Subject: Re: [CsMain] GSoC project ideas

Can you tell us a bit about these methods from that ACM Symposium article
and
how you think you might try to implement these in Crystal Space?

Greetings,

On Mon, Mar 30, 2009 at 7:50 PM, SilverMax <[email protected]> wrote:
> Hello, my name is Max Efimov.
>
> I would like to participate in the project in environmental effects area.
I
> have 3 year of C++ experience and familiar with some 3D technologies.
> Unfortunately I have no experience in programming on CrystalSpace but have
> some experience on Irrlicht Engine (I believe it is similar things :).
>
> I have the following ideas about environmental effects implementation:
>
> 1. Make a flexible framework (if there is not) to allow user just choose
> what he want to do with the environment
>
> 2. Realise the set of algorithms and methods described by NVIDIA, ATI and
> ACM Symposium on Interactive 3D Graphics and Games (I3D) - 2008
>
> 3. Test all the methods at maximum abilities.
>
> I just imagine in common what to do but I have no start point to suggest
> some more ideas. Would You like to help me with it?
>
>
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Greetings, 
I have read the ACM Symposium article "Interactive multiple anisotropic
scattering in clouds" and now I have some project ideas listed below:

1. To include a new unit that represents a system of classes managing the
calculations and render (a framework).
 
2. To perform a class that manages shape (by defining a mesh), type, density
and other parameters of clouds (a user controlled class). The class manages
mesh loading or generating based on heightmap, sets initial parameters,
applies a Hypertexture to a mesh and perform other first order actions. Also
it is important to use a apply a texture directly to the mesh and another
texture to represent as a Hypertexture with a depth of h (cloud's core and
boundary respectively). This method allows to apply any fractal real time
noise (like scalar 3D Perlin noise) to the Hypertexture. Fractal noise
allows to simulate inhomogeneous nature of cloud's boundaries. Because of
the noise is quite computational expensive (over 80% of computations) this
feature should be optional.
 
3. To perform an algorithm for collecting rays from a light source and
simulate light transport between droplets. We can achieve this by dividing
the cloud into 8 diapasons of scattering orders according to supposed
droplet size and densities inside the cloud. There are some approaches that
have their advantages and disadvantages (computation efficiency and
visualisation realism) but the most efficient method is to use phase
function Mie for computation a raytrace anisotropic behaviour with different
orders of scattering. This method is quite computational expensive but
allows to visualise strong features of real clouds like backscattering,
sharp boundaries, glow, fogbow.
 
4. To perform an algorithm that provides to define a collector area.
Collector area is a place on a cloud slab where the light rays accumulates.
Then all the rays passes throught 8 orfers of different scattering
(low-order scattering is single and other are multiple). Then all of the
scattered rays are directed to point P (by Transport function) that
corresponds to the view area. It allows to visualise scattered rays by
sending their parameters to shader that computes an appearance of a cloud.
 
5. To perform an algorithm that provides real time computation of cloud's
position and it's boundary deviation. We can simulate boundary deviation by
recomputing the noise of Hypertexture every frame with initial parameters of
the current noise state. And cloud's position and velocity depends on the
wind's strength.
 
6. To manage reducing calculations when the cloud node is not in a view and
make recalculations if the angle of view or camera position (or target) is
changed in the scene (if a cloud node is in a view).
 
7. If time allows, append an effect of rain and snow. To add to the
framework a class that performs placing of area particle emitter with
influence of reduced gravity, wind velocity, droplet size distribution
(DSD). This allows to simulate a rain or snow behaviour in distant
approximation.
-- 
Project Manager of Crystal Space (http://www.crystalspace3d.org)
and CEL (http://cel.crystalspace3d.org)
Support Crystal Space. Donate at
https://sourceforge.net/donate/index.php?group_id=649
Personal page: http://users.telenet.be/jorritTyberghein/

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