Outline editted
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, and limitation.
Abstract (What do I do in this project):
1. Designed instances for game asset generation with
compute shaders (or other related technologies, raymarching for example).
2. Performance presenting
Comparison mine with other forms of work, point out
the improvement and difference
3. analyzing pros and cons compared to traditional
ways.
Potential limitation/Future Work:
1. Usage range, where could it be used in industry.
Showcase of some projects have already applied similar technology.
2. Extension possibility
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