Wishlist

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Revision as of 01:43, 24 December 2010 by Gongminmin (Talk | contribs)

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This is a list of suggested additions for the further versions of KlayGE.

This list is intended as a stimulus to further work. Some of the items on this list already have one or more concrete proposals associated with them, others are vague hopes, and most are somewhere in between. Similarly, the scope of these items extend from minor changes in an existing interface to major research projects.

The wish list

Vector texture mapping

Support texture stores vectors in texels. A font engine can be built on top of it.

Software rendering plugin

D3D10-like software rendering plugin. Support all parts in D3D10+ with pure software.

UI editor

WYSIWYG UI editor. UI layout can be exported to a UIML file.

Terrain rendering

Large scale terrain rendering.

Get rid of DirectShow

Replay video/audio without DirectShow. One option is take .ogm as container format, Theora as video codec, and Vorbis as audio codec. Subtitle is also supported.

Physics & math on GPU

Requester: Ye Wu

Physics simulation, basic linear algebra with GPGPU.

Realtime global illumination

Requester: Ye Wu

Global illumination in realtime. Shadow, refraction, reflection, translucency and bounces are supported.

Powerful memory manager

Support memory allocation/deallocation cross DLL boundaries, leak detection, and pool. Better to be Lock-free or wait-free.

GPU audio process

Process audio (3D, effect) by GPU and send raw data to audio card.

Command buffer recording and replaying

Capture all DX/OGL API calls in a thread and replay the buffer in other threads.

Realtime Catmull-Clark Subdivision

Requester:Bo Zhou

Implement the GPU subdivision algorithm in Approximating Catmull-Clark Subdivision Surfaces with Bicubic Patches.

On going

GPU based tessellator

Support hardware tessellation on D3D11/D3D10 (ATI), shader based tessellation on D3D9/OpenGL. (D3D11 tessellator is supported)

Mobile support

OpenGL ES 2.0 plugin and D3D mobile plugin. (OpenGL ES 2.0 plugin is done)

Accomplished

Deferred shading

Deferred shading based rendering with anti-alias and transparency. (showed as a sample in KlayGE 3.8.0)

Depth peeling

Order-independent transparency. (showed as a sample in KlayGE 3.7.0)

Screen space ambient occlusion

Use SSAO to add details in dark places. (showed as a sample in KlayGE 3.8.0)