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Salad is my personal programming project. It is my foray into the
wonderful world of 3D graphics programming. Eventually, I hope to make it
a useable 3D modeler. For now, I have nothing to show, but I'm so excited
about it I had to say something.
Enabling Technology
- OpenGL - all the 3D stuff is in
OpenGL, and some of the 2D stuff might be, too.
- Blue Moon Rendering Tools - I had
intended to use BMRT as Salad's main renderer. BMRT was used in parts of
"A Bug's Life", eh. I keep putting this part off, though. I may end up
tanking it in favour of the Jungle renderer, or
POV-Ray.
- Generalized Cylinders - as explained by Jules Bloomenthal in
Graphics Gems.
- Win32/MFC - It's a Visual C++ project.
Planned FeaturesThis is what I want to have in there before I
release a "Version 1.0".
- A nice interface (based on the likes of Maya and Softimage)
- Quadric primitives that can be exported to BMRT natively (spheres
etc.)
- Generalized Cylinders
- based on Catmull-Rom (Cardinal) splines and B-splines
- Possibly also Beziérs but not NURBS
- based on my 1998 Computer
Science 553 project
- My initial implementation of these will be equivalent to extrusion
/ sweeping and revolution / lathing in one tool.
- They can also be extended to do lofting.
- A materials editor with limited texture support
- Multithreaded polygonization
- USGS landscape import
- Output to RIB or the jungle raytracer
- A hierarchy / object tree supporting render-time CSG
Possible (though not likely) Future FeaturesIf I'm still
interested after the above stuff is working, I may tackle some of these
ideas. I have a vague idea how I'd do each of these, which is how things
make it onto this list.
Game-oriented stuff
- Vertex-editable primitives for mesh modeling
- Simple landscape generation
- RAW import/export
- Wavefront OBJ import/export
DCC-oriented stuff
- Implicit Surfaces
- Particles
- Hair
- Basic spline-path keyframe animation
- VRML export
In short, nothing that hasn't been done before.
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