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- Future Improvement Ideas for the 'A-Render' system.
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- General:
- Execute from Weba. (aka Workbench). Use all Intuition.
- Add a 'line' object type, could make it diffuse for it's width.
- (like a laser light in a smoke filled room.)
- Add a 'sphere' object type.
- Define 3-D character sets for titles.
- Pattern mapping, reflection mapping.
- Text name support for objects, entitys, lights and views.
- Attribute structure
- Entitys point to this instead of including surface color and coeffs.
- (for ease of user changing entity attributes)
- Material structure
- Attribute struct could point here for wavelength based information
- (for more realistic surface material composition)
- Wavelength based color calculations to simulate surface composition.
- (Spectral Sampling) (Hall shading algorithm)
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- Render:
- Optimize math coding
- (for speed)
- Scan-line shortcuts can speed up the first level of intersection testing
- when a ray is cast from the eye thru the view-plane.
- (for speed)
- Better HAM algorithm
- (for better image display)
- Reflection within scene
- (for entity-entity reflections in a scene)
- Refraction within scene
- (for entity-entity refractions in a scene)
- Anti-aliasing
- (for better edges on entitys where there is edge contrast)
- Better Light definition.
- Each light-
- Instead of just RGB, separate the diffuse, specular,
- and transmitted RGB intensities.
- Add an overall intensity factor.
- (for control)
- Light Geometry Using a lamps Geniometric diagram.
- (to specify focus of light, e.g. spotlight or flood)
- Pointer to a 'Barn Door' entity.
- Quick Render - save intersects to disk ,then just shade later.
- if lights don't move, you could save bits indicating which lights
- a surface point is in the shadow of. Shadows won't work if you move
- your lights from where they were rendered.
- (to save time)
- Light intensity falloff - surface to eye distance (variable)
- Create an intersection structure for passing intersection information
- (for functionality, use for intersection trees)
- Better database compression.
- (for memory conservation)
- Octree space subdivision for faster intersection test
- Normal averaging for shading. Interpolate surface normal dependent on
- adjacent polygons.
- (To help eliminate polygonal look from objects)
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- Support programs:
- Surface attribute and material composition editor.
- Object transformation and definition program.
- HAM image compositor.
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- Define:
- Multiframe capability for animation
- Redo menu and user interface - Use intuition for user input
- (for ease of use)
- Debug 3-d rotation and perspective view
- Dynamic pick and move of entities in the world
- (for ease of use)
- Motion parenting
- (to allow moving a parent entity and making it's children follow)
- Better database compression
- (memory conservation)
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