1. Exploration Phase, June-September 2018 (completed)
Goal : Establish which technologies and broad techniques to use
Learn and experiment with Vulkan, modern C++, and possible 3rd party dependencies.
Experimenting with different approaches to object/scene graph design and implementation. Exploration Phase Materials :
2. Prototype Phase, October-December 2018 (completed)
Goal : Rapid prototyping of main classes, library and test applications to establish how the scene graph API will broadly look and work.
Prototype Phase Materials:
3. Core Development Phase, January-Spring 2021 (near completion)
Goal: Create the final class interfaces and implementation
Using the prototyping work as a guide implement the final scene graph library with the aim of creating a solid interface and implementation.
Development of final VSG Library.
Support for multi-threaded database paging.
Support for multi-threaded viewer, cull and dispatch traversals.
Support for multi-pass rendering.
Support for large scale whole world databases, with double support for scene graph transforms.
Development of add on libraries that provide:
Support for major image formats.
Support for major 3D model formats, including FBX, glTF.
Support for PBR shaders.
Support for Text rendering.
Development of test suite of programs and data.
Support for RTX Mesh shaders and ray tracing.
Scene graph level multi-bin support with bin sorting.
Positional state support to enable easier support of lighting, shadows, texture projection.
Support for Khronos ray tracing.
Support for integration with OpenGL/OSG applications via
EXT_external_object & VK_KHR_external_memory Port to iOS
4. Release Phase, Summer/Fall 2021
Goal: Test scene graph library against real-world applications and shake down the API and implementation for it’s first stable release.
Refinement of API and implementation
Build relationships with application developers and involve them in testing
Create tutorial and example programs to illustrate how to use VSG
Test, debug, refine and release 1.0.0!