Monday, December 14, 2009

Remaining Goals (and Timeline)

Edit (2/5/10): I removed goals that no longer apply to the project --> Remember Option 2 from the post that precedes this one? I'm going to take it, except I'm also going to assume that such a method of point cloud translation/rotation extrapolation already exists. In other words, my project pipeline takes as input the position/orientation of a single point located at the center of the cloud that represents the cloud's net movement. If I have time towards the end of the semester (which...I hate to say it, is doubtful), I will re-add developing the extrapolation method as a goal.

GoalTime Required for CompletionPriority (on a scale of 1 to 10)



Grow key hairs out of the scalp mesh according to a procedurally generated vector field (user will input the local axes of the scalp mesh)2 days8
Adjust key hair soft body values until they behave more like real hairs1 day10
Develop (or find) and test an algorithm that will allow me to extract a single "net" transform from a cloud of moving vertices14 days9
Integrate a mesh decimation library (perhaps OpenMesh) into my code base to eliminate the need for external decimation in Maya7 days6
Bring the Bullet code over to my OpenGL framework (i.e. render Bullet's physics bodies myself instead of letting Bullet's Demo Application class do everything)7 days10
Tessellate the key hairs using B-splines14 days5
Use interpolation ("multi strand interpolation") between key hairs to grow and simulate filler hairs14 days8
Develop (or find) and test an algorithm for linking the vertices of the decimated head/scalp mesh to those of the original (non-decimated) head/scalp mesh14 days10
Using these links, move the vertices of the decimated head/scalp mesh to match the movements of the original head/scalp mesh's vertices3 days10
Build strips (and clusters) around each control and filler hair5 days9



Implement the Marschner reflectance model to render/color a polygonal strip of varying width21 days8
Implement the Kajiya shading model to render/color a polygonal strip of varying width (based on results, choose the "better" method, or somehow combine the two)21 days7
If the chosen model doesn't color wider strips realistically, modify the renderer so that it interprets 1 wide strip as X skinny strips (perhaps using an opacity/alpha map)14 days6
Implement the (modified) chosen model to render/color a 3d polygonal cluster10 days8
.........

I'll continue to fill in and modify this list over the next week...I'm not really sure how things will be going for me by the time I get to the rendering part of the project, so it's difficult to plan that far ahead. :-/ I found a (semi) new resource for rendering, though - NVIDIA Real Time Hair SIGGRAPH Presentation. Unfortunately, this presentation is a bit discouraging in the sense that most of it showcases the latest GPU technology, which I can't tap into at the moment (nor do I think I ever could, since they mention Direct3D11! I only have 9...).

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