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Hybrid Rendering Engine Module

Build status License: AFL


This project is for a hybrid rendering engine that handles the fusion of multiple volumetric and potentially transparent surface data based on our VisMotive framework. This project includes the source code for the paper entitled "Z-Thickness Blending: Effective Fragment Merging for Multi-Fragment Rendering" (published in PG21 and preceeding to CGF). It is also used for visualizing informative point sets for our local isosurfacing technique (https://github.com/korfriend/LocalIsosurfaceModeler), which is based on the paper entitled "Confidence-controlled Local Isosurfacing" (published in TVCG). Detailed "get started" will be prepared with a sample code project. You can download the code by using Git and cloning the repository, or downloading it as zip. This will give you the full C++ source code that you must build for yourself.

Platforms:

  • Windows PC Desktop (x64)

Requirements:

  • Windows 10
  • Visual Studio 2017
  • GPU that supports at least Direct3D 11.3

Dependencies:

  • GL math (included)
  • VisMotive (included)
  • Direct3D 11.3 (default windows SDK)

Build Environments

Current build environment assumes the following structure of the developement folders. As external dependencies, our VisMotive-based projects use the core APIs and libraries (https://github.com/korfriend/VisMotive-CoreAPIs/) for most of the volumetric and polygonal processing tasks. To be clear your folder structure should be something quite similar to:

yourdevfolder/
 |
 ├──bin (built files are available in https://github.com/korfriend/VisMotive-BuiltBinary)
 │   ├──X64_Debug
 │   └──X64_Release
 └──External Projects
     ├──HybridRenderingEngine (this module project https://github.com/korfriend/HybridRenderingEngine)
     ├──other module projects
     ├──...
     └──...

build folders (e.g., X64_Debug and X64_Release) should include the following dll files

  • CommonUnits.dll
  • GpuManager.dll

Tips for example code

  • Set ExecutableSample project as a startup project
  • Modify GetSolutionPath() in 'main.cpp' according to your own environment (folder names e.g., 'External Projects' and 'HybridRenderingEngine')

Should you have any questions, please do not hesitate to contact me.

What Next?!

  • Detailed explanation for "get started" will be prepared.
  • Python wrapper and dotnet wrapper will be available. (VisMotive framework)
  • Preparing version 3 of VisMotive framework providing more intuitive interfaces and functions

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