Hi, I'm a computer science student from Uruguay and I have a great interest in 3d rendering engines and games. Last year I took a couple of courses in computer graphics (an introductory and an advanced one), and as part of those courses I had the chance to implementa rendering engine using XNA. We also implemented a couple of off-line renderers, a simple raytracer and another with photon mapping. I have been following gsoc for the last couple of years, but never applied. Now I feel prepared so I want to make a proposal to participate with CrystalSpace.My idea is basically implementing the technique described in the paper ”Approximating Dynamic Global Illumination in Image Space” which you can find here:http://www.mpi-inf.mpg.de/~ritschel/SSDO/ It is based on SSAO, but instead of averaging an occlusion factor and multiplying it by the unoccluded direct illumination, it calculates the direct illumination using Screen-Space Directional Occlusion (SSDO), accumulating incoming direct radiance from each visible direction. This way it can render colored and oriented shadows, whereas ssao renders grey shadows which remain unaffected by light color and direction.In addition, the algorithm goes a step further and computes one bounce of indirect light using the frame-buffer from the ssdo pass.This technique requires a bit more processing than ssao (+3% overhead for SSDO only, +30% overhead for SSDO + one indirect bounce according to the paper)and the results are significantly better. I would like to hear some advice from you, if you are interested in making this a SoC project.I still have to dig a lot more into the source code, but I think this technique could integrate well, specially with the deferred renderer. It could be made as a feature which you can turn on/off, with some customizable parameters to adjust quality/performance. I would implement a demo to show the technique, andmaybe I could also implement ssao to compare both, and have them both integrated into the engine. Thanks!Santiago Sánchez
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