Hi,
> For example, the current water mesh is
currently almost unusable because of its poor shader, while fixing it
doesn't need a complete GSOC project. Proposing a project about that AND
some SSAO technique(s) would be very appreciated IMO.
That actually sounds interesting! I'm poking around looking at the water
shader now :)
Thanks for the info!
-Thomas
On Fri, Mar 25, 2011 at 11:14 AM, Christian Van Brussel <
[email protected]> wrote:
> Hi,
>
> On Fri, 2011-03-25 at 08:23 -0400, Thomas Liu wrote:
> > This is my first time doing SoC, and so I'm not really too sure how
> > things work. The part I'm a little unsure of is on creating a
> > timeline for working on something like this. I don't know how long
> > implementing something like SSAO would take, though I'm pretty sure
> > getting it to work won't be nearly as difficult as getting it to work
> > efficiently. So the question comes down to how to propose a timeline
> > when I think it'd be hard for me to actually get a good feel of how
> > long it will take until I start working on it.
>
> There are many different techniques for SSAO (see eg
> http://meshula.net/wordpress/?p=145) and some of them are really simple
> (see eg the Blender one http://mpan3.homeip.net/?ssaowcn).
>
> A good proposition should mention the methods that you would try to
> implement and a timeline adapted to these methods.
>
> You can for example start with the Blender method and dedicate eg one or
> two weeks for it along with getting in touch with CS.
>
> More complex methods can be split in sub-tasks/processes and each of
> them can receive a dedicated timeframe. The tests and validation phase
> should probably receive a dedicated timeframe too.
>
> Same goes at the end of the project, where you may need to do some
> documentation and code cleanup, or develop a demonstrator or test
> application.
>
>
> > Are SoC projects concrete after the app or are they sort of fluid?
>
> The project should be self-contained, so that it does not end up with an
> unusable tool that nobody will ever improve.
>
>
> > If I did finish implementing SSAO in a satisfactory manner would I be
> > able to work on another effect if there's still time left in the
> > summer?
>
> You don't have to choose only one big rendering technique, several small
> ones are very interesting too. For example, the current water mesh is
> currently almost unusable because of its poor shader, while fixing it
> doesn't need a complete GSOC project. Proposing a project about that AND
> some SSAO technique(s) would be very appreciated IMO.
>
>
>
>
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