Demo: Green Dragon

Articles with the tag: WebGL

Resource Management

It would appear that the ResMan's job is to pull needed resources from the HDD (meshes, materials...) for scene use, and:

  • Associates an ID with every scene element and refcounts it. (could use a map for IDs)
  • Prevents the SceneNode from containing its own mesh, materials.
  • Can do batch loading.
  • Can specify default materials for models.

Materials can contain uniform diffuse colour buffer for now, which will help controlling a number of objects at the same time. Can move this control into the ModelNodes if individual object diffuse control (or other constant attributes) is needed.

[10/02/14 14:31]

To use ASSIMP or not? WebGL doesn't have ASSIMP, so maybe good practice to use lower-level parsers.

JSON is a data exchange format.

Can use JSON parser library for C++ and JS.

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Introduction to CharSim


As part of "Real-Time Global Illumination in a Hybrid Distributed Environment" I looked into the possibility of running games and other interactive animated simulations with global illumination (i.e. physically-based lighting techniques generated using raytracing techniques). The paper compares two different kinds of distributed computing system which would provide the necessary computing power to display raytraced graphics at speeds suitable for gameplay: Shared-memory distributed systems, such as General Computing on Graphics Processing Units (GPGPU), and distributed-memory systems, such as Beowulf clusters and cloud architectures.

I then determined a method in which the two types of distributed system might be combined to create a hybrid distributed system and created an MPICH C++ program to simulate packet distribution.

One interesting research project I covered in the literature review used an OpenGL-based game engine as a base, and determined a way to use OpenGL texture buffers to store raytraced information in order ...

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