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Re: [Gnu3dkit-discuss] Advanced Rendering Interface


From: Gerard Iglesias
Subject: Re: [Gnu3dkit-discuss] Advanced Rendering Interface
Date: Tue, 7 Jan 2003 14:15:23 +0100

Happy new year and best wishes....

On Thursday, December 26, 2002, at 01:18 PM, Philippe C.D. Robert wrote:

OK you want to make a new QuickRenderman implementation, not a bad idea, in fact maybe it is a real good idea and make sense on the Mac platform ;)

I am not sure if a pure QRM implementation would be worth it, but I have to look more into this... anyway, the most interesting part would probably be the RenderMan shader language.

Sorry to be more precise I was thinking of implementing the Renderman API in OpenGL, that is using real time rendering technique to implement shaders, but that is true that it doesn't mean getting something running in real time....

QRM was a simplification of the rendering process to get something running at a correct speed on a NeX 68040 ;)

And sure the tough part will be to implement renderman shader in OpenGL, in fact a very interesting engineering/research problem, good point and a subject by itself, good ....

Well, ok maybe if people want to make new stuff very powerful, i.e. access to the low level, they will need to expand the 3DKit by programming in C/ObjC/OpenGL, maybe ?

This is my idea as well - to make the kit be a foundation for 3D graphics which can easily be customised for personal needs. Thus I also decided to remove some functionality found in the old 3.x 3DKit as it can easily be integrated on top of the core 3DKit (ie. LOD groups, 3D sound rendering, switch groups, ...).

Agreeing completely with this approach, we need the brick and mortal, not the building....

But like with the SJ Metaphor we want to begin to make the building at the right level and with the good tools...

Fine, Ok I will not have the time to write a new Maya app in my spare time ;)

You have some spare time? Where did you get this from...:-)

I don't know ;)

In the same field, I wonder if it would be interesting to put the math algorithms we can find in '3D Game Engine Design' in the GeometryKit ?

If it is additional stuff, yes why not - esp. having more physics functionality would be cool! As for the current C implementation, I think it is quite well optimised, but then there are always ways to improve..

I was thinking about new geometrical stuff, there is also physical stuff in it, a simple port would be possible, I don't think that the given code is very optimised, and I will take a look at the licensing agreement.


Regards

        Gerard





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