Wednesday, 1 July 2015

GSoC Midterm Status

So here I will give an update to the progress that I have made so far, the milestones that I completed and timeline changes that happened so far!

Overview

Week 1: Fixed a few bugs, fixed landscape example and added a basic noise generator function in Heightmap class.

Week 2: Started implementing Simplex Noise and added C bindings for new API call soy.textures.Heightmap(texture_width, texture_height, frequency).

Week 3: Implemented Simplex Noise and later did some performance improvement to it by removing redundant code. Milestone 1 completed.

Week 4 and 5: Supposed to work on LOD and quad tree implementation but decided to work on Texture mapping instead. Implemented Tri planar texture mapping. Added Triplanar class to soy.materials, added corresponding shaders and the C bindings.

About week 4 and 5

Due to some reasons, I got a bit slow in this week but I will catch up with the upcoming milestones. At first I started working on Level of Detail but soon realized that I have to write separate shaders for Terrain, so why not implement Tri Planar Texture mapping first. In that way, I will gain more knowledge over GLSL and that will facilitate the implementation of LOD.

So pretty much I wasted a few days struggling to decide between two sub milestones as both of them are important. Well then finally with the consent of my mentor, I decided to go for texture mapping. There is still some work left as the output is not as desired.

Problems Faced

Currently there is a small problem with the fragment shader for Tri planar texture mapping as the normal vectors are not giving the correct values, so the final texture is somewhat gibberish.


Schedule and Lagging

I am running about four to five days behind the schedule but I hope to cover all the left out work before the next milestone. I will complete the automatic texture mapping by this week and move to the next sub milestone as soon as possible.


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