Add benchmark for a combined reflection and translucency effect

Registered by Alexandros Frantzis

Add benchmark for a combined reflection and translucency effect, for example reflection on a glass item or a clear lake.

Blueprint information

Status:
Complete
Approver:
Jesse Barker
Priority:
Medium
Drafter:
Jesse Barker
Direction:
Approved
Assignee:
Jesse Barker
Definition:
Approved
Series goal:
Accepted for trunk
Implementation:
Implemented
Milestone target:
milestone icon 2012.12
Started by
Jesse Barker
Completed by
Jesse Barker

Related branches

Sprints

Whiteboard

[jesse-barker 2012-12-18] Development branch merged into trunk.

[jesse-barker 2012-12-14] Code is done and out for review. Initial (visual) response has been good. Index of refraction is adjustable through command line option.

[jesse-barker 2012-12-10] Good start made. General approach is to compute refractions through both the "front" and "back" of an object, as well as reflection off the "front". This is being done using a 2 pass method to capture distance and surface normal information for the back side of the object and then using the output from the first pass as textures for the second pass.

Meta:
Headline: A glmark2 scene rendering a translucent model with reflective properties (e.g., a "crystal" statue).
Acceptance: Scene runs and renders properly for both desktop OpenGL as well as OpenGL ES 2.0.
Roadmap id: CARD-289

(?)

Work Items

Work items:
Add the framework for a new scene that draws one of the glmark2 models: DONE
Add a render target object to capture the results of the (now) first pass: DONE
Add logic to use the render targets as textures for the (now) second pass: DONE
Update the second pass shaders to compute refractions and adjust texture coordinates: DONE
Refine the refraction computations: DONE
Merge the branch containing the new SceneRefract into trunk: DONE

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