On Mon, 2012-09-10 at 22:57 +0800, Wang Rui wrote:
> Hi all,
> 
> Just to announce that the material system is still in progress and
> I've just made the first version for myself to test and use. An
> optimized version with a complete deferred shading pipeline (XML
> files) will be submitted if it could fit most requirements.
> 
> As to share my current work with anyone who are also interested in
> this idea and implementations, I'd like to attach the source files
> along with this mail instead of submitting it in full fling. If you do
> have better ideas, think the work is misdirected or needs to be fixed
> in some parts, please don't hesitate to tell me. A second version with
> more test files and a detailed XML file introduction will be updated
> soon after some days.
> 
> Thanks,

I'm testing this out, but you appear to have left noise_tex.jpg out of
the zip. :)

> Wang Rui
> 
> 
> 2012/6/21 Wang Rui <wangra...@gmail.com>:
> > Hi Robert, hi all,
> >
> > During the past few days, I was thinking of implementing a resource system,
> > as well as a rendering structure which could support both forward and
> > deferred rendering for OSG. This could help developers design complex
> > materials and effects, test cutting-edge GPU techniques, and implement
> > multi-pass / deferred rendering pipelines with user-friendly interfaces or
> > even a readable script format. Similar work were already done in some game
> > engines like Ogre3D, CryEngine and Unreal, and I now plan to work out
> > something with the same power and can fit our OSG users much better. :-)
> >
> > My initial thoughts are:
> > 1. A resource system records all the resource used in the rendering
> > pipeline, including textures, state attributes, shaders, uniforms, camera
> > parameters, and semantics (not used in GLSL, but very useful IMHO). Resource
> > can be referred by other resource, or obtained from APIs to be altered. It
> > can be recorded in an XML-based format for reading/writing, and external
> > uses.
> > 2. A rendering framework uses one or more techniques, passes, and connect
> > their inputs/outputs for complex render work. It can also be recorded by the
> > resource system and is implemented as a group node in the scene graph, which
> > performs actual forward/deferred rendering work.
> > 3. Some in-built techniques and passes can help implement some complex
> > effects on customized scene quickly. Common ones I planned include HDR,
> > SSDO, godrays, depth of field, motion blur, lensflare, color grading and
> > FXAA. A benchmark could be developed first to show how the framework works.
> > 4. Reader/writers could be developed then to convert DAE, CGFX, or even
> > other game engine scripts into OSG native rendering pipelines, which will
> > greatly help migrations from other engines.
> >
> > The resource system itself is actually abstract and can be extended to
> > contain whole scene information later, so it could be placed in the osgDB
> > library. And the new rendering pipeline, which can totally replace current
> > osgFX functionlities, can be placed in osgFX and rendering resource
> > management will be done here, too.
> >
> > I'm glad to work with others who has interests in such an idea, and hope an
> > initial version could be finished before OSG 3.2. For the first stage I will
> > borrow some code from the osgPostEffects library in my experimental osgXI
> > project, to quickly build the low-level APIs of the framework. But anyone
> > who have better ideas, or could contribute some code or effects will be
> > really appreciated.
> >
> > Cheers,
> >
> > Wang Rui
> >
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