Archive for the ‘Honours Project’ Category

Presentation – checked

Posted: 5th April 2012 by Luke Iwanski in Honours Project, University
Tags: ,

Presentation done, no prize for the best poster, oh well.. Two more weeks..

Power of well balanced octree

Posted: 31st March 2012 by Luke Iwanski in C++, Honours Project, OpenGL
Tags: , , , ,

Small memory leak was driving me crazy; Debugging process was taking ages.. bored, frustrated and tired decided to play about with octrees depth and minimal/maximal number of elements in leaf.. Amazed by 300FPS discovered the stupid mistake of creating VBO each time the leaf is regenerated. Instant win; fix of memory leak and 10 times [...]

Only Visible Faces, Fog, Selected Box

Posted: 13th March 2012 by Luke Iwanski in C++, Honours Project, OpenGL
Tags: , , , ,

Simple optimisation great performance boost! – Skip ALL the non-visible faces!

Progressive Rendering + visibility testing in a fly

Posted: 6th March 2012 by Luke Iwanski in C++, Honours Project, OpenGL
Tags: , , ,

Apparently I couldn’t resist. Last optimisation implemented. Now seriously, report!

Octree + simplex noise

Posted: 5th March 2012 by Luke Iwanski in C++, Honours Project, University
Tags: , , , ,

Since week all development stopped and now I am struggling with report. Just finished draft of first chapter.. it’s terrible.

Octree in Place

Posted: 19th February 2012 by Luke Iwanski in C++, Honours Project, OpenGL, University
Tags: , , , ,

Last two nights were all about Octree, however this morning last bug has been hunted down. Now I need to write a structure of report, good luck me Oh and some metrics:

Editable Grid.. yay!

Posted: 9th January 2012 by Luke Iwanski in C++, Honours Project, OpenGL, Voxel Engine
Tags: , , , ,

Finally, my grid is editable now. We can edit or remove current blocks – adding new ones will be introduced after optimisation stage. Current version supports 4 standard blocks (Blue, Green, Yellow, Brown) and 1 point light (Blue with circle in the middle). In this iteration of “boxel engine” regenerateBuffers method updates nearest block that [...]

Shadow value for each cube is stored in separate grid, values are sent to shader and then output is altered. It all depends on value. The value is calculated based on number of obstacles on the way between light and current cube. Below you can find some metrics: Earlier I have introduced point light to [...]

Directional Light performance impact on the scene

Posted: 22nd December 2011 by Luke Iwanski in C++, Honours Project, OpenGL, Voxel Engine
Tags: , , ,

Very simple calculation of directional light had noticeable impact on the performance, table below shows it: and yeah, SW:TOR is pretty Ok but nothing can win with “coding hunger”.

Finally.. textures with metrics

Posted: 20th December 2011 by Luke Iwanski in C++, Honours Project, OpenGL, Voxel Engine

This evening code hunger got me badly.. tomorrow, big launch of SW:TOR and lets be honest about it.. I will do no more honours project related work over this Christmas. Anyway, in order to evaluate the software I have collected FPS and Memory Usage of the application. Base metrics are like this: Funny enough, in [...]