David Faught talked about his work on OpenGL shaders for creating
textures dynamically - he has a tweak window that allows you to control the shader parameters in real time and use some of Croquet to display the result. Some discussion of how to integrate this into Croquet proper, and David's plans to improve the random number generator and noise code. What is cool here is it is an example of the OpenGL Shader Language to improve Croquet graphics. Peter Moore discussed work that the University of Minnesota has been doing with using pixel shaders on avatars (along with motion capture animations), and Liz Wendland pointed everyone to a short movie she made showing what is possible with this. The movie is here: http://hedgehog.software.umn.edu/croquet/croquetMovies/ BetterAvatars3.mov Highlights include: shader controlled lighting on the avatars, mo-cap motions, and mouth animations automatically triggered when speaking. The developers at the University of Minnesota plan to put this code into the open-source release of Croquet in the very near future - Peter Moore and company are do some final bits of code cleanup to address the case where the user's hardware is not capable of doing vertex shaders. David Smith and the rest of the group discussed the need for fallbacks for these sorts of cases, and how moving rendering of this sort outside of the replicated island so that the island is smaller and so can load/run faster. David discussed work QWAQ has been doing on optimizing the graphics engine in Croquet based on how people have been using it. Basically there are two sorts of geometries to deal with - predefined geometry and procedurally generated geometry. For procedurally generated geometries, the rendering work can be done outside the replicated island and still have the shared world work. This approach of moving more of the graphics work outside the replicated island and largely using the replication to communicate behaviors seems to be a promising direction and allows for better behavior when users have significantly different hardware rendering capabilities... David discussed in detail some of the changes to the Croquet rendering engine that have been worked on at QWAQ, and agreed to take a hard look at getting these changes folded back into the open source framework - this is important if we are to keep the avatar and shader work in the open source area compatible with what QWAQ is doing (and vice versa). There was agreement that a tech meeting next friday makes sense, since QWAQ will have had a chance to look into how hard this would be to do. After an hour of discussion we adjourned, and plan to meet again next friday. I'll send out an announcement and agenda for that meeting wednesday or thursday of next week. Mark P. McCahill Architect, Computing Systems Duke University - Office of Information Technology 334 Blackwell Street, Suite 2107 Durham, North Carolina 27701 USA [hidden email] +1 919-724-0708 (mobile) +1 929 668 2964 (fax) |
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