Hi,

I'm far from being a specialist in shaders and CS's rendering, so I
won't feedback on the SSAO part of your proposal (although it seems
great ;) .

One problem I see is about the optional SSS implementation. The problem
is that it is completely different from SSAO, and maybe also much more
complex, and you won't most probably have the time to work well on this,
you'll just start something with no guarantee that someone will ever
finish your work.

It would probably be better to spend the remaining time on improving the
SSAO system, trying to generalize some parts, etc. For instance, the
Z-buffer may be re-used in other effects such as postproc fog (there
were recently some discussion on that topic, see the mails "Far plane
fog" of 19-22 February on the Crystal-develop mailing list). A general
shader layer for advanced Z-buffering, and maybe some tests on fogging
are probably more interesting than a draft of SSS.


On Tue, 2010-03-30 at 18:02 +0000, Andrei-Teodor RADU wrote:
> Hello again,
> I've modified my proposal draft, based on suggestions I received from 
> res|laptop (thanks, by the way) and the fact that my school schedule suffered 
> some changes.I would be grateful for any feedback you can give me.
> 
> Andrei Radu
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