meeting minutes: croquet developer conf call/meeting august 10

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meeting minutes: croquet developer conf call/meeting august 10

Mark P. McCahill-2
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

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