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-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!