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Showing posts from May, 2020

Project Progress and Research 3nd round

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Project Progress: In the search of overcoming the incompability of RaymarchingToolkit among different renderers, I eventually found one that could be used on latest RP. This new Toolkit does have the melting effect as the previous one, what it's able to do is to separate a single cube into mutiple hexgons, the amount of which only depends on the scale of cube. I thinks it's pretty fit for the candle body. Also, I'm also trying to give my scene a table cloth as physical-realistic as possible. Fortunately, I found something really interesting. https://github.com/Ninjajie/Fusion#cloth-plugin-user-guide The plugin realized physical object simulation in unity based on Physical-Based-Dynamic, which is not perfectly accurate as physical stuff but fast enough for real-time rendering. Furthermore, authors had a comparsion of the same althorigm between CPU and GPU. They used compute shaders with HLSL for caculations on GPU. I tried to do the simulation and the differenc...

Project Progress and Research 2nd

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Paper1: Renato Farias,Marcelo Kallmann.  Improved Shortest Path Maps with GPU Shaders The paper designs two approaches with three types of models to realize rendering for points cloud. What inspired me is the potentials of application to WebGPU which currently counldn't have a fairly good performance as shader does in other fields. I don't really know the workflow of Web rendering for the time being, and also confused on what kind of restricition should I specifically jump into. Maybe a good start is search the terms like 'limitation of XXX', 'limitation of shaders',etc. Paper2:   KERRY A. SEITZ, JR,TIM FOLEY,SERBAN D. PORUMBESCU,JOHN D. OWENS.  Staged Metaprogramming for Shader System Development This is even a more advanced paper for me cuz it mentioned about metaprogramming and its super long with pages of codes. However, except metaprogramming, I feel it's readable for the rest of content,  the main purpose is to improve the shader...

Reading and Research

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Compute Shader Intro: https://docs.unity3d.com/Manual/class-ComputeShader.html http://kylehalladay.com/blog/tutorial/2014/06/27/Compute-Shaders-Are-Nifty.html https://www.youtube.com/watch?v=9RHGLZLUuwc&t=193s Trying to realize the basic function and then apply it into other scene Paper1: Francisco Sans and Rhadam ́es Carmona [2017] A Comparison between GPU-based Volume RayCasting Implementations:  Fragment Shader, ComputeShader, OpenCL, and CUDA In the beginning part of writing a cirtical paper, potential issues need to be listed first. Also, It is very clear that the author gives an analysis of why GPU-based raycasting intersection worths to be considered as a problem. When he's analyzing, he firstly introduces the working method for this technology and then describes the limitation for it, which gives readers a basic frame of what is this paper about and would it be useful for different individuals. Periodical conclusion is important, becau...

Failure and New Research

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I tried many ways to fix the issues, but none of them worked, not even on github. One of the packages 'climin' has very rare information online and is barely used. Also, the compatibility between python version and blender is very uncertain, I'm not sure which one would work, so I gave up this AI stuff and tried to look into something new. https://www.youtube.com/watch?v=JVlfSjkvefE There is a image to material tool, materialize, which is able to edit a picture into material with diffuse,normal,metallic maps and etc. After you created the project, it's also easy to import to unity. Maybe I could build up something upon that.