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SHADING FOR REAL-TIME APPLICATIONS Milestone 2

Niclas Hellgren gsCEPT. SHADING FOR REAL-TIME APPLICATIONS Milestone 2. A prototype that communicates between processes Implement HDR, Shadow maps, Volumetric Lighting and Depth of Field. What needed to be done?. A prototype that communicates between processes

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SHADING FOR REAL-TIME APPLICATIONS Milestone 2

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  1. Niclas Hellgren gsCEPT SHADING FOR REAL-TIME APPLICATIONSMilestone 2

  2. A prototype that communicates between processes Implement HDR, Shadow maps, Volumetric Lighting and Depth of Field What needed to be done?

  3. A prototype that communicates betweenprocesses A program that uses custom shaders What has been done?

  4. Uses two processes (CLR / Unmanaged C++) CLR implements a simple GUI that sends a toggle message Unmanaged uses code from a Nebula Viewer project and receives input from CLR Communicating over TCP sockets Prototype

  5. Uses custom shader files and render path to render a scene Shaders

  6. Changed process communication from DLL to TCP Importing shaders badly documented and troublesome process to recreate Make own scripts that pre-compile shaders and archieve them into Nebulas repository Problems?

  7. Programming

  8. Start implementing HDR shaders Create CLR tool Any shaders I have time to implement What to do next?

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