Saturday, March 31, 2012

3/31 Progress

I ought to get in the habit of posting to this blog regularly.

Since my last post I've been working on coding a cloud generator using a voxel buffer based on chapter 2 of Game Engine Gems 2. I've decided that, rather than modifying my existing volumetric renderer code, I will just code a new C++ project from scratch. I think the final product will differ too much from my old volumetric renderer to make it worth modiying pre-existing code.

I also need to do more reading on 3D textures. I've decided that, in the long run, learning more about GLSL will be better than attempting to code the renderer in CUDA. I enjoy coding in GLSL more and, as much as it pains me to admit it, I am not adept at writing efficient CUDA code. As such, I will be rendering the clouds I generate via 3D textures and raymarching in GLSL.

For Monday I expect to have offline rendering of my cloud generation.

1 comment:

  1. No doubt that GLSL is appropriate here. CUDA / OpenGL interop is also quite good. See B.5 in the CUDA Programming Guide - http://moss.csc.ncsu.edu/~mueller/cluster/nvidia/0.8/NVIDIA_CUDA_Programming_Guide_0.8.2.pdf

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