Finn / Project1BlogMarch 10,2009 by finn (link) Ugh, I just thought of something. For a while I've been struggling to think of a way to figure out the eye position in screen space. Of course, now I just realized that I can just say that it's at the center position with depth 0. I don't know how that didn't occur to me before. March 10,2009 by finn (link) For lack of any truly significant progress, I'm uploading a screenshot of a tank with both lighting and SSAO on.
March 3,2009 by finn (link) I'm no longer 100% convinced that I can get a good implementation of SSDO done by Friday.
March 2,2009 by finn (link) I've made my sampling a little smarter and I'm debating making my smoothing smoother, but the Stanford bunny looks pretty good.
![]() February 27,2009 by finn (link) I added the ability to toggle lighting on and off, then compared no lighting to SSAO with no lighting. I'm also drawing models as white to better see differences.
February 27,2009 by finn (link) It's still way too dark, but I have an SSAO implementation on the CPU. There's plenty of room for me to reduce my sampling and I need to come up with a reasonable method for reducing the darkness.
February 25,2009 by finn (link) I've made things more configurable as you can see on the side bar.
![]() February 23,2009 by finn (link) Hmm... Not looking very Phongy. I think perhaps the normals for this model are off. ![]() February 21,2009 by finn (link) As far as I can tell, there is not support for texture coordinates in trimesh whatsoever. Still, I might learn quite a bit from extending the library and I'll take it into future consideration. For now though, I have the code that I got from Brandon and it appears to be working just fine. ![]() February 20,2009 by gleicher (link) if you can figure out how to add texcoord reading to trimesh, you could make several people quite happy. (assuming trimesh stores texcoords, so that all that's required is hacking the obj reader/writer. it should probably be an option (since sometimes you don't want the texcoords). not a priority, but it would be a good public service to make it work, and give the changes back to simon to add in February 18,2009 by finn (link) As I said in the title, trimesh doesn't read texture coordinates from the model files. So, I've obtained some code from Brandon that reads .obj files, including texture coordinates. I doubt I will need the other fancy features that trimesh provides, but if I do, I'll just take a load-time hit and use both model loaders. February 15,2009 by finn (link) I imported the file into Blender and exported it as an obj, which eliminated the unwanted triangles. Still, I'm not entirely sure what I'll do if I want to include textures. I would probably need to add them in blender and export as an obj again. I might place textures on the back burner for now. ![]() EDIT:
February 15,2009 by finn (link) So, I went through some trimesh code to figure out how to use their data structures to draw triangle strips. It's drawing my downloaded obj files incorrectly. Just as it did in their mesh_view utility, there are triangles being drawn between points where there shouldn't be any. I'm not sure if they are reading the file incorrectly or if the file doesn't follow the file format. I might need to ask Greg if he observed the same behavior when he used trimesh. I'll find some more free meshes and try it out. February 13,2009 by finn (link) I now can load meshes. Now I just need to draw the triangles correctly. February 13,2009 by finn (link) So far...
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