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This milestone report details the development of a prototype that enables communication between processes for real-time rendering applications. The implementation showcases HDR, shadow maps, volumetric lighting, and depth of field using custom shaders. The prototype facilitates process interaction via TCP sockets, with a GUI implemented in CLR (C#) that toggles features in an unmanaged C++ environment utilizing code from a Nebula Viewer project. The document also discusses challenges encountered during shader importation, and outlines future steps for enhanced shader implementation.
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Niclas Hellgren gsCEPT SHADING FOR REAL-TIME APPLICATIONSMilestone 2
A prototype that communicates between processes Implement HDR, Shadow maps, Volumetric Lighting and Depth of Field What needed to be done?
A prototype that communicates betweenprocesses A program that uses custom shaders What has been done?
Uses two processes (CLR / Unmanaged C++) CLR implements a simple GUI that sends a toggle message Unmanaged uses code from a Nebula Viewer project and receives input from CLR Communicating over TCP sockets Prototype
Uses custom shader files and render path to render a scene Shaders
Changed process communication from DLL to TCP Importing shaders badly documented and troublesome process to recreate Make own scripts that pre-compile shaders and archieve them into Nebulas repository Problems?
Start implementing HDR shaders Create CLR tool Any shaders I have time to implement What to do next?