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TODO.txt
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TODO:
- Z-prepass
- deep deferred shading
- deep shadow mapping (is the name correct?) -> use the alpha value in the light G-buffer
for translucent shadow casters
- several bounces + Russian Roulette Sampling
- for the fake texture reduce operation: support many rays
- PhotonVolumesRenderer
- real texture reduce operation
- resolve the problems with energy
- transparency is not correct. When removing
if(texel_pixels_done.r == 1.0)
discard;
-> BUG
+ blending function is wrong anyway...it seems impossible to have
a correct blending without doing all lighting calculations this way
- transparent objects' shadow casting is wrong
- resolve the Z-fighting with back layers when doing shadow mapping in MultiLayerRenderer
- material_reflectance -> ??
- transmission map? transmission coefficient?
- Use stencil routing in the MultiLayerRenderer
- Sampler objects?
- can we use a shadow sampler for the depth comparisons when tracing the rays?
-> probably not, as there is the z_error calculation
- bilateral filtering
- don't store position in G-buffer
=> from Z-buffer and window coords (x,y) in [-1,1]²: multiply by inv(proj) => screen space
- light angle attenuation
- light distance attenuation
- packing of normalized vectors: 2 vectors can be stored in 1 RGBA8 texture
- texture manager
- fix normal mapping (tangent vectors, etc)
- use AssImp and add new scenes (Sponza...)
X some class to handle additional texture bindings
=> own them
=> bind them
X shadow mapping
X "visibility map" for the deferred shading ->
texture(visibility_map, naninani)[0] -> is the pixel visible for the first light?
(IDEA: we could use a stencil buffer and bit operations with the number of the current light)
X restrict lighting to the angle of the light using a dot product?
X debug drawing of lights using quads
X debug drawing of frustums for lights
X debug drawing of shadow maps
X debug DeferredShadingRenderer with shadow mapping
X add debug drawing of lights in DeferredShadingRenderer
X see http://www.opengl.org/wiki/GL_EXT_framebuffer_object : glDrawBuffer(GL_NONE) for rendering the shadow map (take care, they do not put a color attachment while it's compulsory...)
ABANDONNED is using a depth buffer in color attachment 0 possible? -> NO