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 :
- Principles and Philosophy
- High Level Design Decisions
- Exploration Phase Report
- Areas of Interest
- 3rd Party Resources
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-Summer 2019
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 (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
- Support for integration with OpenGL/OSG applications via EXT_external_object & VK_KHR_external_memory
- Port to iOS
4. Release Phase, Fall 2019 onwards
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!