Skip to content

Latest commit

 

History

History
92 lines (82 loc) · 2.1 KB

AreasOfInterest.md

File metadata and controls

92 lines (82 loc) · 2.1 KB

Areas of Interest during Exploration Phase

General

  • Selection of Open Source License
  • Project websites
  • Community mailing list/forum
  • Social media
  • Testing frameworks/approach/projects - SceneGraphTestBed
  • Build tools

Vulkan

  • Setup and Configuration
  • State and geometry data
    • Creation of buffers
    • Uniforms
    • Textures
    • Arrays
    • Primitives
  • Shaders
    • tools for offline and runtime .glsl -> SPIR-V
    • runtime shader compilation options
  • Presentation of graphics
  • Threading
  • Synchronization

C++

  • Features and availability of C++ 11, 14 and 17
  • Threading
  • Containers
  • Algorithms
  • Memory management
  • Templates
  • Lambda
  • Style Guide

Core class

  • Memory
    • ref_ptr
    • Object
    • Backbone data - local data used during standard traversals/operations
    • Extra - data used rarely : parents, observers, user data
  • Introspection
    • Wrappers
    • Serialization
    • I/O
  • Threading
    • C++ now has threading but no Affinity
    • Thread pools

Scene Graph

  • Scope out the minimal set of Node classes required
    • NullNode to avoiding the need for if (!node) doSomething
    • Fixed size vs variable size Containers in Groups etc.
    • Level of Detail
    • CullNode (shift bounding volumes from all nodes to specialized node?)
    • MaskNode (shift node mask checks from all nodes to specialized node?) *Cameras
  • Traversal
    • Visitor Pattern
    • Possibilities for inlining vs virtual functions
    • RenderTraversal
    • ComputeTraversal
    • UpdateTraversal
    • EventTraversal
    • Multi-pass and Multi-stage rendering control
  • State
    • Buffers
    • Uniforms
    • Textures
    • Arrays
    • Primitives
    • Shaders
    • Shader composition
  • Threading
    • Traversals
    • Database paging

Viewer

  • Window creation
  • Vulkan initialization and synchronization
  • Presentation of graphics, swap management
  • Threading
  • Single view vs multi view

Interoperability

  • Converting scene graph data from OpenSceneGraph data to leverages loaders
  • Rendering Vulkan graphics within a OpenGL graphics context