
Con and I sat down and did our mid term update for our project. To this point, we've mostly got images that are the equivalent of checkpoint 2 running entirely on the GPU. The above image demonstrates this. The obvious differences is that we've compromised (so far at least) on using an Infinite plane due to data packing restrictions. Getting scene data into a pixel shader in HLSL is one of the challenges of this implementation.
The app runs at approximately 50 frames per second on my desktop machine, which has a Geforce 6600GT. We find that benchmark to be promising, and we're hoping to maintain real-time frame rates on the final version.
Testing is kind of a pain, since it primarily involves rendering different types of data as color information and reading the maps to see what's going wrong. We've rendered pixel perfect depth maps like that so far to diagnose one error we had in implementation.
We're pretty much on track at this point in the quarter for where we wanted to be on this project.