Difference between revisions of "Google SoC 2008"

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We'll be applying to the [http://code.google.com/soc/2008/ Google Summer of Code] program this year.
Linden Lab was accepted as a mentoring organization for the [http://code.google.com/soc/2008/ Google Summer of Code] program this year. Two proposals were accepted:


== Ideas ==
* Screen-space Ambient Occlusion
**  Student: [[User:Celierra Darling|Alexander Yuan]]
** Mentor: [[User:Runitai Linden|Runitai Linden]]
** Tracking issue: {{jira|VWR-6975}}
** Abstract: Screen-space ambient occlusion (SSAO) is an approximation of ambient occlusion, the idea that parts of an object which are crowded by other objects are occluded from the sky, and therefore are lit less from diffuse sky lighting. Thus, these areas should be darker than those which are more open to the sky. Traditional implementation involves raytracing and is too slow for real-time graphics. Instead, SSAO uses only surfaces which are present in screen space, and approximately calculates the concavity of a point compared to the other surfaces which have been drawn. This application proposes that SSAO should be implemented for Second Life.
* Proposal #2:  Implementing a C++ library for per-pixel displacement mapping
** Student: Ravish Mehra
** Mentor: [[User:Qarl Linden|Qarl Linden]]
** Tracking issue: {{jira|VWR-6976}}
** Abstract: Mesostructures are fine details on the surface and its rendering has become a hot topic in computer graphics. It is chiefly due to the amount of realism and visual effects (like occlusion, self-shadow and correct silhouettes) achieved by it. Techniques most commonly used in games and implemented in most game engines are Normal mapping, bump mapping which are not able produce such rich visual effects. The most traditional technique proposed for rendering such fine details was Displacement mapping. But due to the large number of vertices involved this technique is very slow and no where close to real time. In recent years, this problem is being seen from a different perspective via Per-Pixel displacement mapping. This technique tries to achieve the same visual effects and realism as displacement mapping but does so in pixel domain. In recent years, lots of approaches have been proposed under per-pixel displacement mapping like Relief mapping, View dependent displacement mapping(VDM), Generalized displacement mapping(GDM), cone step mapping, sphere tracing using distance functions, pyramidal displacement mapping to name a few.<br> The main project is to develop an easy-to use library for doing per-pixel displacement mapping. The main focus will be to provide per-pixel displacement mapping support for height field, non-height field & dynamic height field mesostructures. The effects being targeted are self shadow, silhouettes and 3D imposters.


Below is a list of possible ideas for Google Summer of Code participants.  The issue numbers associated with these provide more details.
More information about Linden Lab's participation in Google Summer of Code can be found at [http://code.google.com/soc/2008/linden/about.html the Google Summer of Code/Linden Lab entry].
 
*  {{jira|VWR-5560}} - Create a means to use an external editor intelligently for scripting in Second Life.
*  {{jira|VWR-1336}} - Use streaming media image-feed to drive [[sculpties]]
*  {{jira|VWR-698}} - Provide a deformation editor for [[sculpties]] in the Second Life viewer
*  Provide a [http://blender.org Blender] extension for visually editing [[sculpties]]
*  Integrate [http://cairographics.org/ the Cairo graphics library] into the viewer so that any Cairo-supported image type (SVG, PDF, whatever) can be uploaded as an image.
 
Other possible ideas are available looking at [https://jira.secondlife.com/secure/IssueNavigator.jspa?reset=true&&type=2&pid=10003&resolution=-1&sorter/field=issuekey&sorter/order=DESC&sorter/field=votes&sorter/order=DESC the list of feature requests for the Second Life viewer].  Be careful looking through this list, since many of the projects listed there are not suitable for completion as a summer project.  [[Developer communication tools|Contact us]] on IRC, mailing list, or whatever works best for you if you have any questions about anything you see.

Latest revision as of 15:36, 30 April 2008

Linden Lab was accepted as a mentoring organization for the Google Summer of Code program this year. Two proposals were accepted:

  • Screen-space Ambient Occlusion
    • Student: Alexander Yuan
    • Mentor: Runitai Linden
    • Tracking issue: VWR-6975
    • Abstract: Screen-space ambient occlusion (SSAO) is an approximation of ambient occlusion, the idea that parts of an object which are crowded by other objects are occluded from the sky, and therefore are lit less from diffuse sky lighting. Thus, these areas should be darker than those which are more open to the sky. Traditional implementation involves raytracing and is too slow for real-time graphics. Instead, SSAO uses only surfaces which are present in screen space, and approximately calculates the concavity of a point compared to the other surfaces which have been drawn. This application proposes that SSAO should be implemented for Second Life.
  • Proposal #2: Implementing a C++ library for per-pixel displacement mapping
    • Student: Ravish Mehra
    • Mentor: Qarl Linden
    • Tracking issue: VWR-6976
    • Abstract: Mesostructures are fine details on the surface and its rendering has become a hot topic in computer graphics. It is chiefly due to the amount of realism and visual effects (like occlusion, self-shadow and correct silhouettes) achieved by it. Techniques most commonly used in games and implemented in most game engines are Normal mapping, bump mapping which are not able produce such rich visual effects. The most traditional technique proposed for rendering such fine details was Displacement mapping. But due to the large number of vertices involved this technique is very slow and no where close to real time. In recent years, this problem is being seen from a different perspective via Per-Pixel displacement mapping. This technique tries to achieve the same visual effects and realism as displacement mapping but does so in pixel domain. In recent years, lots of approaches have been proposed under per-pixel displacement mapping like Relief mapping, View dependent displacement mapping(VDM), Generalized displacement mapping(GDM), cone step mapping, sphere tracing using distance functions, pyramidal displacement mapping to name a few.
      The main project is to develop an easy-to use library for doing per-pixel displacement mapping. The main focus will be to provide per-pixel displacement mapping support for height field, non-height field & dynamic height field mesostructures. The effects being targeted are self shadow, silhouettes and 3D imposters.

More information about Linden Lab's participation in Google Summer of Code can be found at the Google Summer of Code/Linden Lab entry.