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Outline: Address Problem: The comparison of efficiency between traditional pipeline workflow and compute shader generated asset. efficiency could be time saving for production process, rendering optimization, storage saving, etc. In the project I did in 540, it mostly shows on Who's facing it: • Traditional Artist (Aesthetics and Modelling) • Technical Artist (Visualization Improvement) • Game developer (Using massive assets with light work) How could they have better coordination and faster workflow? Who would save whose work of what? Solution/ Related work: 1. List some existing approaches that have already been implemented for solving this kind of problems 2. What tools they used? How does they work? How's the result? 3. Based on those solutions so far, what's left? what issues still remain. Select one of the issues or tools and have in-depth research on it, including history, development, current situation...