Hello, My name is Álvaro Ricón. I am working on the Computer Engineering/Science final project, at the "Facultad d'Informàtica de Barcelona (Universitat Politècnica de Catalunya)".
The project I'm conducting, with the supervision of the teacher Àlvar Vinacua, is entitled "GPU Morphing". The idea is to study and develop mesh-morphing algorithms which harnesses the power and parallelism of current graphic processors. As the main goal of my work I decide to develop a set of morphing shaders to perform this transform at runtime, without needing user interaction. The mesh morphing I'm trying to get is an automatic transition between any pair of meshes. In order to be able to do this I would use every kind of shaders I need, from vertex to tessellation, even compute ones. In fact, I'm currently developing compute shaders to implement the first step: spherical parameterization. I plan to finish my project at the end of May, and I would like to port all my work to Blender in the following months, at Google Summer of Code. It could be a fast-computed animation tool. The vey first idea was to use it on videogames (Blender Game Engine?), due to its potential realtime computation, saving memory of useless pre-calculated animations for any kind of transformations the game demands, which it would make possible to be a lot. What do you think about about it? It is feasible to present as a proposal for GSoC? If it isn't, can I just work on implementing more shader capabilities to Blender code? Hope you like the idea, and if you have any doubt do not hesitate to contact me. Thank you in advance. Best regards, Álvaro _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers