Reading and Research

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, because it may be hard for readers to remember all the content mentioned above, especially for people who are not experts. The terms like 'in general', 'concluded' organize the paragraphs more clearly and also work as a break.



In the sections of methodology, every example listed has corresponding explanation for people who don't familiar with the field has a rough cognition.

 

For conclusions, statistics shows the results more directly and convincible. Looking back to the whole paper, 80% of content is beyond my knowledge, but I can still tell somebody this conclusion about which way is faster than for ray casting because it's easily accessible at the end of this paper, which is probably part of readers would do-acquire valid result.


Paper2:

YONG HE,TIM FOLEY,TEGUH HOFSTEE,HAOMIN LONG,KAYVON FATAHALIAN. Shader Components: Modular and High Performance Shader Development




This paper was published in 2017, I don't know if there research has been officially implemented by unity, but it's really a good instruction for beginner like me to have a thorough understanding.







For preparation work, the authors list part of the library and workflow principle, which helps me better recognize their focusing direciton. Although figuring out each term of those is time consuming, once I did I would be able to try out find a logic of their theories and that kind of thoughts will help to improve critical thinking which is the base of my own research.
In listed results, I'm pretty interested in per-material pattern generation and physically based environment lighting(and alpha masking, maybe), they are closely relevant to my potential research and would be good reference for starting, hope I would be able to do the experiments soon.



Paper Frame Practice:

After had a meeting with professor, there's a good possible thesis topic that I can go for, I'm not 100% sure that I will be working on it, just drag this topic as a practice to see if  I have an appropriate logic for writing a research paper.

Address Problem:
The comparsion of efficiency between pre-pipeline workflow and procedural assets completely based on game engine.  (Which way is more efficiency?)

Who's facing it?:  
Traditional Artist (Aesthetics and Modelling), Technical Artist (Visualization Improvement). (How could they have better coordinations and faster workflow? Who would save whose work of what?)

Solution/ Related work: 
List the approaches that have already been implemented for solving this kind of problems, what did other people do? (e.g. Shader work on material saves texture painting and part of lighting, part of animation as well). Based on those solutions so far, what's left? what issues still remain.(Terrain or background art assets for decoration are still time-consuming)

Potential limitation:
The art assets would only be used for time limited project to reduce fussy work. But if the project is focused on quality, is it still a doable way?
1. If the procedural method is powerful enough to generate business level assets.
2. If so, would it be friendly to optimization? (Needs data of CPU usage from two different realizing approaches for the same project)




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