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Commit 463b90ed authored by Dorian Rudolph's avatar Dorian Rudolph
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add programming project

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...@@ -63,10 +63,6 @@ During the project group, you will learn and apply the following skills: ...@@ -63,10 +63,6 @@ During the project group, you will learn and apply the following skills:
## References ## References
- [1] Ghostscript Tiger, [AGPLv3](https://git.ghostscript.com/?p=ghostpdl.git;a=blob_plain;f=doc/COPYING;hb=HEAD) - [1] Ghostscript Tiger, [AGPLv3](https://git.ghostscript.com/?p=ghostpdl.git;a=blob_plain;f=doc/COPYING;hb=HEAD)
- [2] Raph Levien. 2019. 2D Graphics on Modern GPU (blog post).https://raphlinus.github.io/rust/graphics/gpu/2019/05/08/modern-2d.html - [2] Raph Levien. 2019. 2D Graphics on Modern GPU (blog post).https://raphlinus.github.io/rust/graphics/gpu/2019/05/08/modern-2d.html
- [3] Diego Nehab. 2D Computer Graphics (course). 2020.https://w3.impa.br/~diego/teaching/vg/ - [3] Diego Nehab. 2D Computer Graphics (course). 2020.https://w3.impa.br/~diego/teaching/vg/
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...@@ -134,13 +134,13 @@ ...@@ -134,13 +134,13 @@
\end{frame} \end{frame}
\begin{frame} \begin{frame}
\frametitle{PG Research Plan} \frametitle{Research Project}
\onslide<+->{How do the different rendering approaches compare?} \onslide<+->{How do the different rendering approaches compare?}
\begin{itemize}[<+->] \begin{itemize}[<+->]
\item CPU vs. Tesselation vs. Compute Shader \item CPU vs. Tesselation vs. Compute Shader
\begin{itemize} \begin{itemize}
\item How to do AA in ``tesselation pipeline''? \item How to do AA in ``raster pipeline''?
\end{itemize} \end{itemize}
\item \url{github.com/linebender/vello} has no paper, but is supposedly competitive. \item \url{github.com/linebender/vello} has no paper, but is supposedly competitive.
\item Papers only use CUDA on nVidia GPU, but how do their techniques fare on mobile/laptop/web? \item Papers only use CUDA on nVidia GPU, but how do their techniques fare on mobile/laptop/web?
...@@ -152,8 +152,36 @@ ...@@ -152,8 +152,36 @@
\item Find common abstraction and implement algorithms. \item Find common abstraction and implement algorithms.
\item Benchmark on various devices. \item Benchmark on various devices.
\item Try to find improvements or even your own algorithms. \item Try to find improvements or even your own algorithms.
\item How to deal with scene updates? (Not discussed much in the literature)
\end{itemize} \end{itemize}
\end{frame} \end{frame}
\begin{frame}
\frametitle{Programming Project}
\onslide<+->{Build a collaborative digital whiteboard platform using your own renderer.}
\begin{itemize}[<+->]
\item Compare different renderers in practice.
\item Publish as open source.
\item Port to different platforms: Linux, Windows, Mac, Android, iOS, web
\begin{itemize}
\item Don't need to port to all platforms, but make sure to use platform independent techniques.
\end{itemize}
\end{itemize}
\onslide<+->{Nice-to-have features:}
\begin{itemize}[<+->]
\item Pen input:
\begin{itemize}
\item Converting coordinates and pressures to strokes is almost its own research question...
\end{itemize}
\item PDF integration (can use PDFium library)
\item End-to-end encryption
\item Your own ideas...
\end{itemize}
\end{frame}
\end{document} \end{document}
\ No newline at end of file
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